I was slowing typing out a response here to everyone that offered advice when I stumbled on the issue: unreal doesn't take the material into account when lighting! I thought I had checked this issue when I viewed the 'lighting only' mode (as posted in that large image above) but it turns out that mode isn't just the…
@Noren Thank you. I have modelled and textured every single thing in the scene including materials and foliage. The Meats are photoscans turned into materials. I started out using Megascans assets but as I am still trying to find a job, I didn't want to have any weak links like "oh you've used megascans" during…
Hi everyone! I’m Jean-Luc Hernandez, a freelance 3D artist focusing on stylized asset creation for video games. I specialize in PBR texturing (Substance Painter) and hand-painted rendering, working mainly with Unreal Engine 5 and Unity. 🛠️ What I do: * Stylized 3D props & environment assets * Game-ready topology & UVs *…
Hey man, good stuff. I think your character is coming along nicely. I'll preface by saying i'm not a character modeller. Things I noticed that can help push the final render, mostly by comparing with your quality benchmark piece here https://www.artstation.com/artwork/KekQgW presentation: I'd pay more attention to the…
Thanks Fabi_G, I'll play around with the reflections a bit more. Joopson, I believe that's actually a weird thing that happens in real life too with flood lights especially when looking directly at them. The light they give off is really bright, but they are designed for the light to only go in one direction (unlike say a…
NOOOOoOOooo... Rendering out a complete map will get everything, diffuse, spec highlights and directional shadows. all stuff you don't want in your AO. A complete map will bake the scenes lighting into the map, if you don't have any lighting in your scene it will go with the default viewport lighting which is based on the…
First, I would check your light map resolutions are high enough, then create a LightVolume and shape it to where you want the light to be dominant. Then make a really bright light and in the ExclusionVolumes list in the lights properties put the volumes name. This will restrict the light to the area set in the volume, play…
Using environmental lighting is different from using a skylight, and not outdated. It is realistic for outdoor scenes as well. In real life, you have two primary light sources in outdoor scenes, the orange/red directional light from the sun, and the blue color from the sky. Sunlight appears white in most cases because the…
Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for Lead Lighters to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent producers to…