Looks pretty sweet so far. A few critiques, firstly I'd match the light more closely with the concept. You have light coming in at an angle that only lights the side away from the camera. Angle the light so the pillars and stuff on the left side are half lit/half shadow, rather than it all being shadow in the first shot.…
i think i know what is the ''problem'' the thing is when your light is not baked... the shadows made by this light are very dark and strong.... so in fact what i mean is, you think that you are loosing your normal map but in fact you dont. The real result is when you bake light. So maybe if you ajust your shadow to be…
A. The diffuse lighting should not rotate when you rotate the camera, unless your shift key is stuck down or something (shift+drag left mouse rotates the sky lighting). B. Specular lighting will change as you rotate the camera, as it is a dynamic effect that is based on your camera's angle in relation to the mesh and light…
Lightmass importance volume should cover the level, making it as small as you can get would be bad. Splitting into smaller meshes could help the lighting some. If the level is fairly uniform in terms of lighting you can turn off light envs, and work with light channels instead to manually ensure the mesh still renders…
The lighting is actually the same externally. The only difference is i added 3 internal lights. The pink and purple is actually what im going for with this as far as mood ( its a thing in japanese arcades). That being said the internal lighting isnt set in stone , it is more just so i can see things, I want to eventually…
I'm trying to take a cue from Swizzle and make a more documented thread here that will hopefully allow me to better explain what there is of my process, or actually think about it in the first place, and look at things with a more critical eye. If anybody else can find something useful here than that would be the best…
Here is a little breakdown of what happens: - We do the usual visibility and normal calculation routine. - We make a very little offset on the ray along the normal direction, so we won't immediately fall into our hit distance threshold. Just a very little step. - We make a for loop again for our occlusion , for each…
Sorry for the lack of clarity in what I was looking to achieve! The end result I was looking for (in my mind) was a moderately-higher polycount than the LoZ: A Link Between Worlds models on the 3DS. Not quite Skylanders, not quite N64/NDS, but somewhere in-between. I admit that I was only looking at a (very) limited number…
Just agreeing with you, not very helpful & possible bug report.(untested / recreated, it happen yesterday so.) Wanting the same thing here if its not in zero axis it flip flops to other areas. (moving the position of the light doesn't allow it to revolve around the area you want it to, it rotates statically on 0.0 - 0.0 -…
I might be a bit late to the conversation here...butt Tan, it sounds maybe like you're mixing up Realtime GI with just realtime shadowmapping and lighting? That's totally feasible in many engines, including UE4. You can skip all of lightmass in UE4 if you want to and rely on just on the dynamic shadow/lighting solutions,…