Unreal already has deferred lighting and has doe for months. With the right extensions it has solid dynamic lighting with real-time global illumination.
I just select one of the edges and press Zoom Extents Selected (Z by default). That resets the clipping planes for the Perspective view, should solve it.
Hey guys here's a low poly forest scene. All the textures were handpainted and lightning was done in Unreal Engine 4. The original concept was given but extensively edited.
Here's a new model i'm working on. I have plans to add extensive clothing on him later on once I figure out what those will look like. Anyway, comments are welcome.
Does anyone know of any good xnormal tutorials that cover this more extensively? It's seems like this is going to be a much easier way of doing it, thanks!