Hi, I've been having an issue with a tileable normal map in UE4. Whenever I bake the lighting, I end up with this result: The light map for this asset is correct as it has plenty of spacing and no overlapping UVs, so I know it isn't a lightmap issue. The only way I have been able to make the problem go away was to…
Hello, Currently I'm trying to clean up a Unity scene. I'm sure some of the shaders don't work well with existing deferred lighting. I'd like to replace them but berote that I have open all shaders in a 'notepad' and somehow figure out what shaders are prepered for forward and what for deferred lighting. Is there any 'key'…
Sperasoft is looking for a talented and creative [B]Senior Lighting Artist j[/B]oin our team! In this role, you will be responsible for contribution in a great international team towards our next project with Ubisoft. Lighting Artist works within a team of artists to design quality game lighting effects to create…
Hello, my name is Andrew Hepp and I am a recent graduate of Computer Graphics Technology at Purdue University. I am currently seeking employment as a CG lighter or motion capture artist. I am currently in the process of developing my lighting reel. I would like to know what companies look for in a lighting reel. I would…
@obscura That's the thing with GPULM, the settings are maxed out by default. It runs on production mode only(this is more to avoid errors the dev says) You just crank the radiosity to 10 indirect light bounces in world settings and that's it. Because it's a brute force renderer and doesn't use irradiance caching there are…
I've been trying to bake AOs with the light tracer button inside TexTools on max 2009. As you can see, the shadows are a bit shifted to the left. Does anyone know how to fix this? I've tried baking through render-to-texture dialog and I get the same results. Baking it with mental ray works just fine, but then the results…
I'm having a bit of trouble setting up V-ray lighting for an interior scene. Despite using a v-ray sun and light plane over the windows, the room is still very dark overall. The detail shadows on the window frames also get lost in the render. I'm still very new to using v-ray so could've easily missed a setting…
Hey all! I need Unity environment artists, VFX and lighting artists for a VR project onsite in NYC or LA. Immediate need, project ends 4/15. Is this you? Contact me at jon at gameartproducer.com with a portfolio. More specifically -- 1) a senior-level environment artist working onsite, in Unity, doing closeup environment…
I know that everyone has seen a ton of these, but I'm honestly stumped because I've gotten my static mesh to look great in the Static Mesh Editor window, but in the level, it's not looking so good when I build the lighting. Yeah, I definitely have two UV channels as well. Mesh in Static mesh editor: Mesh in the level: Is…
Stop me if this is too off-topic, since I know this is pre-rendered. But I've started doing some look dev for the trailer. I'm using volumetrics for the clouds but I'm wondering how to duplicate the effect in real time. I had messed around with sprites and found a way to do it, but I can't rig the shaders right in Modo.…