If the 3D package your are using is for PBR, then there should be a channel where you can connect AO texture on it. Even thou AO isn't a best solution, it still creates visual fidelity. So you should use it unless your rendering application automatically renders it. The exact specular colour of a material or substance has…
Allan, sorry to be a debbie downer but i don't agree. You seem to be pushing an approach that colour is this ever shifting thing that always changes hues in the shadows and light, when that just simply isn't true, and i can only conclude that such a conclusion from many of today's artists are from studying colour graded…
Okay guys ,,, I have Use Global Illumination ticked in my Worldinfo Properties in the world editor, and I built the lighting. In the editor game mode viewport it's working fine. Also when I play in editor window mode it works. However when I click start this level on PC the level has no global illumination. What am I…
I think it looks cool. Your detail is hi-tech, but your lighting is not. Each light in your scene is represented by a big obvious light source with a light under it (besides the sun of course). Since this isn't a barn, it could be worthwhile to research how modern facilities handle their lighting. Great examples inside of…
[EDIT] I feel kind of stupid right now, as I totally passed over the screenshot that showed you're indeed using pt lights as fills and the skylight, silly me! Bottom advice is probably null and void, oh well. :) You could also up the actual intensity of the light bounces that are baked (I think in the lightmass settings),…
I reused the scene i have been using for render and a basic lighting set up, with a few tweaks, adding a car i got on sketchfab for better scale reference And this is it. This project took way too long to finished but I'm glad i managed to wrap it up and pretty happy with the result. I will be uploading the final render on…
Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
The contrast is a bit too much and if you dont want to go the static baked lighting way, i suggest adding some ambient light even a skylight with very low intensity. Anither thing that i would try is to decrease the faloff exponent in the lights that are more area lights than point lights. For example on the right side you…
The nose is a hell of a lot better, if you go back to the beak you had, that would be a huge mistake. I don't think anyone is pushing realism, my paint overs probably come out more realistic because I have trouble hitting the painterly style. But everyone is pushing you to change the bits that take left turns from human…
You will have to elaborate on that AMD voxel stuff then. On the topic of dynamic GI 'removing artistic control', I would say its the opposite. The enhanced workflow from rapid iteration alone would only make everything look better. Plus, given that you would effectively have access to cheap realtime area lights (And if you…