Along with what the others have said, I think you should try put a good amount of time into trying to push the lighting more. There isn't much contrast in your lighting right now, its a little flat. The concept shows a lot of white light coming from the machine, and orange/red from the ceiling.…
Hey guys, got some time to grab decent shots of the level, and some breakdown info. Here are some Lighting shots. Used a lot of Lightmap Modifications to get the extra details in there. Normal maps were also baked down into the lightmaps. Instead of using any emmisive textures/materials. I made a simple method of using…
Do you have a Lightmass Importance volume (probably not the issue, but good to have nonetheless) Have you tried building your lighting in Production quality mode? Are your UV shells in your lightmap UV set given extra padding? Are any of your UV shells in your lightmap sitting on an edge (of the 0 to 1 UV Space)? Have you…
That did it! I just set it on all the meshes at once and it works like a charme, for the textures aswell as the lightmaps. All of the environment is now really sharp, though i guess I should still give it a test on a old PC. The only stuff that is visible streaming in now are the textures on spawned skeletal meshes but i…
Well in the end I followed this tutorial https://www.youtube.com/watch?v=-sJsR0y7R8U (but didn't really change my UV setup), I did notice when importing my mesh I had "Generate Lightmap UV's" & "One Convex Hull Per UCX" on, so I turned those off. I kept my Mesh "Min Lightmap Resolution" & "Light Map Resolution" as 256. And…
Hi ! You need to use a modulate 2x mode, which is (diffuse*lm)+(diffuse*lm). I don't know if you could mimic it with a composite map, but if it's only for display, you could use xoliul's shader here : http://www.laurenscorijn.com/viewportshader and set the lightmap multiply to 2 (or more to boost the effect). Also, you…
Are you trying to use lightmaps on your static meshes? If so, then UV channel 1 (0 in UnrealED) needs to be 0 to 1 non-overlapping. Also a setting of 0 means vertex lighting. You can double click the mesh in the Generic Browser and set the lightmap resolution as well. Maybe you clicked one too many checkboxes and have gone…
Senior Unity developer Arch Virtual is looking for senior Unity developers to set up advanced lighting, lightmap baking, shader assignments and final polishing for non-game and arch-viz applications. Applicants *MUST* be able to demonstrate their advanced knowledge of Unity. Applicants must be self motivated, and have a…
ASTC is supported since they released the A8 architecture, so you should probably give that a shot first, bigger size or not. It also helps to manually set compression of PVRTC textures in Unity to "Best", this doesn't affect resulting texture size. After baking your final lightmaps, do this for the lightmap textures as…
Looking good but I do have a couple of suggestions. I'd defiantly put some alphas on the leaves in the tree. I'd suggest looking at the 3D Motive videos on the subject http://www.3dmotive.com/training/3ds-max/creating-foliage-for-udk/?follow=true. The flickering light from the fires needs to be a bit more subtly and…