I'm trying to figure out the best way to bake lighting info from an HDRI into lightmaps. Specifically, our pipeline is designed so that you light your scene using Point lights and Area Lights in Maya, Create a second UV channel for everything, then run a script that bakes the lighting info down to lightmaps, and creates…
I recently got into FFXIV, and I am really enamored with the lighting in the game. I especially like the way the light reflects off of the models. By your opinion, what would you say FFXIV used for lighting? Image Based Lighting or Physically Based Lighting? I'm just starting to understand what those two are, but I…
Almost done with the night lighting , open to sugestions and advice. For the night scene i added volumetric fog to be very subtle and barely visible. night skylight with a slight blue tint and some indoor lighting, while darkening the exterior hdri light The key difference between the day scene and night scene is the…
Hey! I'm working on a little environment that features some lights and some basic object animation that I want to make a Marmoset Viewer showcase of when it's finished. I'm pretty early in the process, but as I'm pretty new to both Toolbag and Viewer, I wanted to make sure both work fine at an early stage. Here's a Viewer…
1. Lighting method in games really depends on the situation and they have fully dynamic lighting only if its needed. Performance really matters and it isn't always that easy to hit 60 fps, An open world game requires dynamic lighting for example because of the day night cycle. Many games don't need dynamic lighting. In…
So guys i'm planning on making a Environment Lighting tutorial and was wondering if there was anything specific anyone wanted to learn ? This is an outline of what i'll be covering: Ambient light- good and bad. Direct light - good and bad. Bounce light - good and bad. Lighting + Composition + Camera Different lighting…
Contract Length: 6
months to start, up to 3 years Current Team: 5 of us, including the
Lead Work Environment: They will be
working most closely with a “pod” of Level Designers and Meshers (World
Builders) to collaborate on the look for the levels they will be responsible
for Focus: This is
a level lighting role (not a…
It would depend - for example, if your game is vertex baked (say, you just baked Radiosity in 3dsMax) then your work has a constant performance/memory implication in game... for example, the memory footprint will be exactly the same and the performance/fillrate will be exactly the same no matter how you adjust or setup…
Rockstar Toronto is looking for a Jr. Lighting Artist that possesses the ability to light our environments, cutscenes and characters for AAA video game titles. This position has a large impact on multiple departments and drastically affects the look and feel of the game. This position requires close collaboration with the…