I might not be the most qualified to answer but here is a tip : To avoid this kind of issue you can try working more loosely. Since this image is more of an illustration you can approch it the 'painterly' way : just throw a few *very* loose lights first to get an idea of what you are doing, then work on light/shades to get…
So good start on isolating the post process to the interior of the house, it will give you some greater control over the interior and allow you to isolate lighting scenarios. Totally dynamic lighting is fine and sometimes necessary for large scale areas that cannot be baked obviously so no real issues there. What sort of…
Hey, all. I recently finished an environmental asset - a silo structure. It's little more than a cylinder. The uv's for the textures are mirrored left/right. The uv's for the lightmap, obviously, are not. When I put it into unreal it looked fine. Until I baked lighting, when I got a gigantic lighting seam right down the…
I think the "why" of choosing lighting is normally just about composition. Where do you want to create contrast and draw attention, etc. But once you've determined the light sources in your scene, you have a pretty solid idea what to do. I'm no expert so my explanation might not be 100% correct, but I'll give it a shot: In…
Looking really good considering the progress I've seen you make on Discord. In shot #3 I would say to watch out for the lighting you have coming from two different directions. You've got a shadow-caster coming from the right side, but the left side is just as equally illuminated. You might want to see how that render looks…
I have a problem with doing realistic lighting in my scene. The scene is simple street in which I want to put night time lighting (something like 5 A.M. lighting with street lights still turned on). I have a street and 3 street lights with quite a distance between them (same as real life distance) with one point light for…
hey all, I'm having few problems with maya's realtime (viewport) lighting. I wanna use realtime lights rather than render to better display how my asset would be lit in a game. this is my first time lighting so please bear with the noob questions: 1. intersecting geo doesn't block light. the porch overhang isn't blocking…
The first four images are slight improvements mainly adding rim lighting on suggestion of lecturer. The last two are the basically what I hope to use. I have a week left but only want to spend one more day improving them for the comparison to the reference images. I want to add some more illumination to the right hand wall…
http://td-u.com/lighting-package/ September 1 - December 1, 2014 TDU is proud to announce the Lighting Package! Lighting plays a crucial role in animated films. It sets the overall mood, directs the audiences eye, creates visual shaping and interest, and creates a level of believability that is essential to allow the…
@Tobbo because I need to work on my color palettes and composition more than I do my next-gen quality. If I can get better at putting together/lighting lower poly environments then that skill should transfer easier into UDK, then I just have to put more work into the assets. I also don't feel like fiddling with kismet and…