hi guys..I'm trying to bake nm in 3ds max...but got some weird kind of lighting error..tried to switch both default 1 and 2 lights but got the same result...I'm using exploded geometry for baking...see the images. please help... :( :(
Hi -Not Remote Work- We are looking a skilled lighting artist that is very experienced in unreal engine, creating realistic lighting for scenes as well as understanding and making use of ray tracing for realtime productions.Requires the ability to work along side a DoP and Colourist at our virtual production studio in…
How would one go about implementing anisotropic specular into a shader using custom lighting? I've tried searching for this myself but the only information I can find is how to recreate phong shading. I need to use custom lighting in order to achieve toon shading.
Hello. This is my first post here at Polycount and I'd like to start off by showing a weapon asset (Yes, it's actually going to be a weapon :) ) that I have made in the past couple of hours. This flash light will be a reward for the player of the game I'm working on and I was told to make seperate parts so I have modeled…
I didn't see this posted, but man, it's crazy looking! There's video on the first link too. Mystery as spiral blue light display hovers above Norway http://www.dailymail.co.uk/news/worldnews/article-1234430/Mystery-spiral-blue-light-display-hovers-Norway.html http://www.itromso.no/bilder/article316420.ece
In vray you can disable shadows/diffuse lighting/specular/reflection on any light. Also, you could exclude the ceiling from receiving shadows from that light.
Calling All Animators and VFX Artists, From Light, an Advanced Games Project at USC is recruiting artists! We are a small team looking to add talented and skilled animators to our team in our endeavor to create the best-looking game we can make! About the game: From Light is a 2D puzzle platformer set on an abandoned…
The lighting is reacting to the surface of my object in an unexpected way creating extremely harsh lighting jumps from one face to the next. The mesh in 3DS to show the normal's look as expected Screenshot from Substance Painter prior Marmoset export Any suggestions appreciated :)
So i'm having trouble getting my low_poly scabard looking correct. I have tried quite a few things but still the lighting is "off" to say the least. I've tried -manually setting up smoothing groups, -mirroring UV's in trouble areas to see if it is caused by normals. -Remodelling the low poly from nothing to try and get…