Hey guys! Just wanted to start a thread on the new side project I'm starting. So I've been seeing a lot of realistic environments/props coming out of artists here that have really inspired me to take up a project of my own to practice and learn more about materials and lighting in UE4. I thought for a while on what I…
Hi everyone, I've been struggling with a lightmap issue with this prop. Searched this topic on forums but I've finally posted this and maybe someone can help. As you can see right side has some strange lightmap leaks after baking in UE4. The baking is in production level. This prop has two different materials, an opaque…
I've just recently got back in to 3d modelling and have spent the past three days solidly trying to work out bump maps etc. I'm building a treasure chest and for some reason. My mirrored UV's seem to be lit from the back of the faces, as if they are using the same lighting direction as the original UV's. Now reversing the…
Easiest way would be to bake out an emissive texture you can turn on and off for the light passing through the shade, that way you can get the feeling of translucency for cheap, and you can tweak the look. Here's some more in depth resources on making more complex and realistic light fixtures, first one is Unity, but…
Hey guys I use maya 2015 and when i create a Point light and start to move around in the view port,it will crash Maya. i don't know why i have my graphic drivers update to date. Do i need to a service pack or anything to fix it?
Hi All, So I'm trying to create a modular building set for a sandstone wall. I started with just a basic bare wall which tiles in Max: When imported into UDK it looks horrible, with some kind of lighting error like this: I don't want to move onto the other parts until I've got to the bottom of this so any help would be…
sometimes when i switch from scanline to mental ray and back the light tracer settings get switched. make sure light tracer is active, and that its referencing your skylight.
Half of these images are computer-generated in real-time. The other half are photographs. WHATTHEFUNKMYBRAIN! Apparently it's to show off Kojima Production's dynamic lighting techniques so that moveable objects blend better with static scenes. Full post. Edit: I never know where to post these types of threads on Polycount.
This is what I'm doing (after I have a model with subs, a low poly, and uv's) 1. generate displacement map 2. create plane polymesh 3d 3. subdivide a bunch 4. apply displacement map 4.5 Turn off ao and shadows in the render settings 4.8 BPR render 5. grab doc to create texture 6. export texture 7. cry This is what I'm…