You know how in most AAA games they have that brightness calibration thing where you adjust so that two images are visible and the last is just barely visible? I bet somebody here might know how that works, or it might be googleable. But I think the general idea must be that you try to keep the total values within a range,…
Oh, right, duh. :poly142: http://img823.imageshack.us/i/lightfogissues1.jpg/ The existing lights are supposed to be pretty subtle, but when they cross each other's paths, they suddenly become overly bright.
Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
If not already planned, I would include some of the colored neons in the last reference picture. As it stands right now, the lighting is very flat and the entire environment is nearly 100% fully lit with what seems like only white lights, so having color neons can help. But don't be afraid to add colored lighting to your…
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…
lookin mighty fine, sir! are you going to open that roof up to let the rain in or keep it closed? Those bright light hits on the floor are going to be a challenge to get right, but it'll make the shot!
The objective of this project is to seriously improve my photorealistic skills. As of now i've only touched the modeling and texturing part, meaning that all that comes with post-production is yet to be seen (but if you have any suggestion it would be greatly appreciated.) Needless to say the scene should ideally reach a…
For starters, use a better image for your dome, something with some lights in it. Try painting in some bright splotches and see how things feel, or find some HDRIs that you can use. We can see in the OW image that the position of the moon isn't quite the light being cast over the scene, there's a shaft on the back wall…
Hello everybody! As the title already suggests I'm looking for a rendering program. I've looked through quite some yet, but haven't come to a conclusion. A little bit more information: - first, I'll use it for Animation and Art, NOT for gaming! that means that I'll use primarily high-poly models - I model in SketchUp and…
tbh I don't really have a solid well thought out plan for this illustration. I'm still feeling my way through it so everything looks sloppy every now and then. I agree, it looks overexposed right now, I'm not really sure how to light it. I want it to be backlit by the sun while still keeping the shadowed areas bright…