I have tried to do some lighting for my game cinematic shot 01. I made 2 variations for this, one without rim light and one with rim light. Any feedback is appreciated! Colour Script by my Concept Artist Ong Nanxi:
Hi all , me again :D . This time i would like to know your opinion on Point lights moveable, I fall in love with them cause of sharp stencil shadows. But with just 10 of them in my map + one dominant directional the whole map went slugish, as if it has become 3DMark or Haven benchmark software :) . I optimised my meshes,…
Hi everyone, i'm working on a scene with big dusty windows, with dithered opacity. The problem is that the baked lights passing through the windows are sharp and not smooth as the opacity map. Are dithered opacity maps not good for light baking, or am I doing something wrong ? Thank you
Unfortunately, lighting bakes are no longer supported in Toolbag 4. The ray tracing back end underwent a major overhaul and we were no longer able to bake lighting with the method we previously used. Investigating a new method for baking lighting is on our todo list.
Hi, I'm looking for some advice/thoughts/ experiences on how best to structure collision handling in unity between the Level Designers and Art team. The project I'm working on has split remote teams with the graphics side of things handled by one team and the Code/ level design handled another. We've split the levels down…
Hi, What is the correct or best settings for an Alembic Object ? I did this little animation of a "Curly Cube" but the light and shadows are really weird. How to fix this ? Need to export as FBX ? Some faces don't be affected by the light, what's wrong ? Need help please. Some captures
this one's real, though. My buddy started just put is project up on kickstarter. It's his rebound from 38 so give him some TLC, Polycount. http://www.kickstarter.com/projects/1031130358/flight-of-the-wisp
Hey guys! I've been trying to switch over to Unreal after exclusively using Unity. Unfortunately, trying to get a modular level to work with lighting has been absolutely kicking my butt. I've followed the posts about creating multiple UV sets using the secondary one for lighting, and I'm not too concerned about the seam…
I mocked up a quick test scene for a wine barrel shader and I am seeing extreme... lighting, gamma? and environment map issues. The shader is fairly simple. I have two channels. One for the wood and one for the metal that are lerped together. Metalness is set correctly (and very basically) with complete black on the wood…
I never tried it before so I'm complete newb but how are you suppose to light scenes with IBL like you see in Marmoset? I've imported a cubemap/HDR image and put it in the skylight but now I get black showing up. I also built the lighting too.