Seforin, you are getting closer to the right idea, but I think you should read a little bit about the way light behaves. From what I've read, the company didn't approve the art because it didn't look good, or because you didn't use the right colors, they didn't approve it because the variation of the texture or lighting…
Vengeance is the launch title for No Limit Games LLC (http://www.nolimitgamez.com) What is Vengeance about? Vengeance is a fighting game that honors and respects real world martial arts by staying as true to each discipline as possible. No projectiles, no magic powers, just pure combat. Our current team is in need of the…
Hey guys! I'm having problems with brightness difference in my greyscale texture maps. After exporting them from Substance Painter (PBR Metallic Roughness), and importing them to Marmoset, they appear brighter and makes my model way more shiny because of that. Anyone know why this is happening? I have tried tweaking the…
The skylight is replicating the natural light, that's the issue. You're picking up the exterior lighting and trying to use it in an interior. A couple of things you can try: - Use multiple Static point lights to increase brightness where needed(static so they don't provide any specularity) - Adjust your baked lighting…
Pow, right in the kisser! Back in the day - waaaaay back in the day - at Polycount we'd have impromptu "3D fights": A random topic or theme and a measly 30-60 minutes to do whatever we could within that theme. Usually the result was nothing but geometry rendered crudely. From there everyone would dump their results in to a…
Hey Mathes, you're right, for more detailed lighting a vray bake would be great. You'd still need the UDK bake next to that since that will automatically calculate the specular vectors, which is needed to get specular from lightsources without them being there. I might try to combine a vray bake with unreals vector…
Right now the scale of your tiles on the floor is off, it is making the scene feel weird. Look at the concept, there are about 4 tiles for every 1 of yours, and the scale looks more believable in the concept. they are also slightly different colors, which helps break up the floor. You could also cut some geo in and raise…
FINAL RENDER You can check the progress and fly-through video down bellow! _____________________________ Hello dear polygonians! "Yir'Daman" is an environment piece I will be creating in the upcoming months, based in an awesome piece of art by the awesome and super talented Yury Ostapchuk. The chosen artwork is this one:…
You might find hourences' book interesting, here's an excerpt. http://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys Also, "Painting with Light" by the cinematographer John Alton is a classic study of lighting, a must-read for any lighting artist.