Another weekend sculpt, based on a piece of artwork by Loish! Artstation link: https://www.artstation.com/artwork/llgyY Original concept link: http://loish.deviantart.com/art/lumen-543575695
Thanks! Looking forward to updates! It's very cool to see the GI update dynamically with Lumen, but it's demanding for my GTX 1060. I continued with the scene and of course the amount of tasks exploded! For the water I chose to try out the UE5 water plugin and faked light from underwater windows with some emissive planes.…
I've been using Sequencer for exactly this. With UE5 there are significant improvements with Sequencer and ControlRig. If you're limited to using UE4, you can still pull off results like this even without setting up raytracing project settings. Feel free to check out my portfolio link below. The most recent posts…
Different lighting scenarios using #Lumen and #ue5 on an abandoned mansion in the sand I made. You can view more here: https://www.artstation.com/ad67 and I have a tutorial here: https://ad67.artstation.com/blog
Hey! HI Teodar! The illumination that I am using is Lumen (dynamic) with some point lights as support in some places. Are you talking about in all the pictures or in some of them? Because the settings of each camera are different.
Replaced my single light source with four spotlights at 10,000 lumens Means I can cheekily adjust each individual square of light on the ground. I'll probably move onto starting one of the props next
Hey! If you are talking about the wobbliness, low poly silhouettes can show in the shadows - especially at steep angles. And the quality of the lightmap UVs is also important for good results. How does the lightmap UV look? (You could also share the mesh). Oh, and obviously the light has to be stationary in order to be…
a piece that i'm working on for job portfolio as a game environment artist ... feedback are so much appreciated ... maya and zbrush for basic low poly and high poly models and baked details in substance . used ue5 lumen for lighting and final composition.
Ironically, if you make every color saturated, then none will actually stand out as such. In order to make the colors seem luminous, you have to tone down most of them, and then choose one or two you want to play up. A color will only seem luminous when set against other colors that are muted and/or darker.
As I've not written these exact inner algorithms in this shader I can't say for sure. But I'm not sure if the luminance of the substance texture actually alters the amount of specularity other than the color. The fresnel is derived from the luminance of the substance. Ie. brighter substance reflect in more angles, darker…