I agree with Impala88. It really does depend on what style of handpainted you're going for and also how you want your lighting to work. If you want a bunch of dynamic lighting in your scene, you probably should have normals and spec maps, so that you can see the lighting effecting the items. If you are making, on the other…
yeah jonas is right the Space and starfeild would be much better being black looks like the backboard is lit by a red light remove it from the lighting solution. other thing is some light bouncing would be nice, esp from the blue light. my suggestion of rubbly crapcoming in from the outside is totally off considering it in…
Nekked: you can and SHOULD. The fields marked LightPos LightPos2 and LightPos3 are all right clickable and you can set them to a light or locater or camera etc and the position will be used by the shader. also be sure to set CamPos to your persp view the same way. I was thinking of trying to make a way for the lights to be…
Starting to reach the end of this project, and I'm now focusing on lighting, which I find really hard. All natural light sources I have are basically the torches on the walls, and that would make the scene really dark. So I've put a few point lights in certain places, and a few spot lights in the ceiling, all with a bit of…
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So currently I have a game engine that stores lighting information for each voxel. The lighting information stores a lighting value from 0x0 to 0xf. Currently, I am trying to find a good method to calculate ambient occluded lighting for each voxel so that I may used pre-calculated lighting rather than realtime. The engine…
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Ok, this is nice but my inner hater cannot not say something. SSAO is nice to add some contact shadows but it should be subtle especially in a very well lit environment. Secondly, that is a lot of light for a room where you stare at white pages. The neon idea is great but thats too much light. It results in the enviro…
HDRI lighting became prevalent due to its use in film - HDRI panoramas were (are) captured to re-light special effects segments so the rendering artists could match the lighting to the live footage. This is very difficult to do by hand with traditional lighting tools. This has nothing to do with programmers or TAs being…
One more question: How do I set up a background for a portfolio render? As soon as I place anything in the background, my lighting changes. In UDK, I could place a sphere in the back with a flat emissive color after baking the lighting. Now when I place it, the lighting becomes overpowering? If the sphere is gray, I get…