You need to use a rendering engine that bounces light, default scanline won't bonce light by default, unless you turn on Advanced lighting > Light Tracer or Radiosity. You need to use Advanced Lighting Override instead of a standard material and adjust the luminance up pretty high. Mental Ray bounces light pretty well.…
Throwing a ground plane in makes sense if the ground is part of the 'occluding' geometry. Ambient occlusion is just a measure, from zero to one, of how much the near-by area lets light in to a point (where zero is no light and one is full light). It's a poor representation of higher frequency direct lighting, and should…
Great start G3L and very nice environment to recreate. The most recent lighting change feels like it is straying even farther from the concepts though. The shadowed area of the alley have a very cool palette, which contrasts so nicely with the hot orange spots of light creating lots of visual interest. In the current…
I like it nice work =) Crits: - I agree with Shep on the fog. - I like the glow on the lights you first had, now its being blown out and destroying the light guard detail which makes the shadows on the floor hard to understand. - There's a little too much ambient light. - You could probably take out the light in the…
Hello Felix, Hopefully you'll respond to the critique. As to make it in this industry you gotta have thick skin and take advice, criticism, feedback and engagement as honest as you can. Sure there be trolls in them there hills...but you'll have to decide for yourself. Currently your portfolio does not represent a hirable…
Damn good portfolio for a JR. I think something that would really benefit you is some better lighting and presentation. All your characters are really flat lit which is killing any form you have sculpted in. Take at look at some of Kime's characters, http://www.pseudo-pod.com/, and notice the nice rim light, nice core…
The update is a lot better in terms of lighting. Your professor is right about lighting. As far as I know, lighting and a huge amount of actors on the screen at once are really big resource hogs in Unreal and even then, it can handle a lot. It all comes down to the machine then. I wish I knew a good range of lights to use.…
Looking at your moss mother. I think you are probably at a good level to start thinking about how you light forms now. You are at a level where you are understanding forms and design well, but some of your technical skills are holding back your execution. This relief is a pretty good stand-in for what is going on in your…
They do for sure, but a follow up would be couldn't I just use a red light on that Christmas ball to get the red glow? (assuming I'm using a black/white spec). edit: Although to answer my own question, I guess if I used a red light I'd have red on the background layout too (red indirect light bouncing off the ball too).…
For UE3 at least, I believe it ends up being one draw call per light per shader. So if you have a character that uses two shaders being lit by 3 dynamic lights, that will amount to 6 draw calls. Thankfully static lighting gets collapsed to a single draw call. However, in deferred lighting engines all lighting gets…