Hey everyone ! I wanted to share with you the lighting created for the maps Provence and Al marj on BFV, last maps made for the game. More images on Artstation Provence : https://www.artstation.com/artwork/WKaaY3 Al Marj : https://www.artstation.com/artwork/R3EEND Enjoy !
Hey hey ! I share with you my Several Lighting work with Day and Night version created for the DLC Blood Orchid. This map was inside an old Theme Park near to Hong Kong' Enjoy ! :) More images on my Artstation : https://www.artstation.com/artwork/B4O34
This accidentally answers the question above and is also my critique for the night scene: The colors are too saturated. - The blue light is far more gray and greener/less red in the refs - The yellow light can also be less saturated and red I'd adjust them and experiment with adding a couple of faint, desaturated green…
Looking for experienced After Effects Compositors and Lighting Artists to work on feature films and commercials. <u>Must have at least 2 yrs of film or commercial experience</u> . If you are interested in a new opportunity please send your resume in Word format to nicole@damconsultants.com.
I saw the northern lights on sunday night, I live in a suburb of chicago with slightly less light pollution. it was way more visible on sunday than on monday.
Hey guys, ive ran into a small problem when rendering out an AO map and Cavity map for my model in Xnormal. Im using a cage and the normal map comes out just fine but when I try to render out the AO and cavity map they come out so faint and light you can barley see them, any ideas as to why this js occurring?
Hi guys. So today I decided to make an environment based on MLL. I will be doing an environment based on this screenshot: Basically lots of destroyed stuff and crap. He is the current blockout that I have made with some shitty lighting just to get the general feel of the scene.
Dear polycounters, For days I've been struggling to figure out why my foliage isn't interacting with bouncelight and secondly the shadows are way too dark, occluding the foliage beyond any point of recognition. The foliage sprites have second-uv channel. The lightmap shadows are too dark and no indirect lightning…
What the title says. In Max, if I turn the global brightness down, or turn lights away, the reflection map stays just as bright, making it look like its glowing.
Old UE3 game, but the lighting still looks gorgeous. Did they have something unique technical-wise? Everything just looks like its got this amazing glow and luminescence.