I guess you can try a 2 sided mesh. But the blockiness isn't because of that. Its related to them being separated, and the lightmass settings. I would suggest to also use the searh here on polycount. If you type lighting problem unreal or something similar into it, I'm sure you'll find a lot of these. You can also do the…
When I put a ramp node into the shadow colour of a directional light, the result is a tiling ramp. Is there any way to clamp the range so the texture is always displayed 0-1 relative to the shadows with a directional light.
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'…
might be a little bit of a spoiler, obviously one of the main confrontations in film since its on all the movie posters.. the scene ends right before kong really kicks the dinos ass but still a very suspensful few minutes of wonderfully coreographed fighting between two beasts, check it out if you dont mind sneeking a…
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 an immersive art artist who uses Blender. I've never applied for a job in the game industry, so I'm still an outsider to the sector. However, I use almost all of the tools that are common in game development workflows. I think Blender has a manageable learning curve. It offers many advantages. First of all, it has an…
we're looking at getting some lightmap support so we can get some nice prerendered lighting ingame. Since we dont have massive environments or a sophisticated in-engine lighting system we'll be rendering the maps from maya and the game will apply them to the corresponding objects. The way we're going to do that is by…
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…
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Please allow me to add. There is a bright side and a dark side to the picture. I know that the side where the light hits is the brightest, but why is there a mix of bright and dark sides? If the bright side is next to the dark side, it would seem to be brighter. I think one reason is that there is not just one light…