Hello Polycount, Since our last project ("Chase The Rabbit VR" - http://polycount.com/discussion/186694/unity3d-game-chase-the-rabbit-vr#latest), we want to improve our skills with Unity. We made this following scene with Unity, Blender and some textures found on the web. We want to make an ambiant scene to test some…
Hello guys, I'm Jeff and I am an experienced Level Designer, Scene Builder and Lighting Artist. My skill sets include : - Preparing map layouts on 2D - Level scripting - Building levels in the editor with existing meshes or BSPs - Working on in-editor cinematic sequences - Creating and maintaining all elements of lighting;…
Diffuse texture goes to CustomLightingDiffuse slot. Then just use a dot product of light vector and surface normal, clamp it to 0-1 range, multiply with diffuse texture and plug it in CustomLighting slot. Now since you're doing half lambert you just have to alter/bias the value that dot product produces. Here's an example…
I've noticed the same change and it really has been bothering me. I've been doing 3D art for over a decade not counting art school and in that time I've watched my talents grow tenfold but my client pool and revenue stream hasn't improved with me, if anything it's gotten worse. I feel like I spent so much time refining my…
I'm trying to render some hair in marmoset. The toolbag view port render (png output at highest sampling) looks like this While this is what its like in the viewer https://www.artstation.com/artwork/NXkNd I'm only using a single sky light (no child lights). Only the hair is affected. Other objects like a solid sphere…
Moose: I think that is pretty close to the angle of the concept? Daveett29: Ambient Occlusion, you use the render to texture feature. It would help a wee bit, but I think you're just putting more icing on the cake at this point. Looks great, very close to the concept, nice work! Crits: - You might want to keep tweaking the…
Hello guys, I want to share my newest PREY style lighting project. Original: https://www.artstation.com/artwork/vm0D ALL ASSETS, TEXTURES, AND ORIGINAL SCENE BY WIKTOR ÖHMAN. I did re-lighting, changed and added some materials for the Sci Fi scene. I got a lot of inspiration from PREY (2017) while playing the game. I'm…
I made a building using bsp and a few simple materials, but when I bake my lighting on high or production the shadows seem to come out a bit rounded. What am I doing wrong?