Just echoing the blackness situation, same for me with lights (current project), used to crash but just turning off the offending light fixes the issue, could be too many lights or a combination of light and (configuration settings / where bloom is and all those options, unsure if the options play a part) I had about 15 or…
This is a good start. I think the biggest things that need work are materials and lighting. Why are the walls so shiny in the first piece? Gather photo references of real world walls, and examine closely what their materials look like. Then replicate those materials. Secondly, the lighting needs finesse. Again, examine…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
I think the light source make it look oversaturated, maybe too much ambient light and the walls looks too similar to the roof making colours blend in to each otherThe only darker shadows are in the archways underneath the buildings and even thought the light appears to becoming from the side slightly, if you step back and…
Okay, I'm currently working on my portfolio, I received some advice on here to Improve the lighting and make it less flat, which was because I was using environmental lighting, any input on the new lighting setup will be appreciated, Thanks. New-- Old--
these were my initial thought on lighting the scene so it's something like dark hallway no light maybe dark moonlight from the window or some cracks and character is holding the candle lantern and get some nice lighting on her face this was my plan and it just doesn't look good i keep trying things like changing light…