Anyone know some good light baking/vertex lighting/ambient occlusion tutorials? I've seen it mentioned around before. But I'm not really sure how to do it or really what it is. After you bake the light into the model, do you not have to light your scene? How does it work, I say, how?
My typical workflow in toolbag as a newbie. 1. use default skylight2. add sky light by LMB on the light editor3. the light will become "Sky Light 1" and;Type: Directional Cast Shadows On by defaultContact Refinement Off by default my problem was the additional sky light 1 has no effect on my object until i turn off the…
Outer space lighting is difficult because there's not really any commonly agreed on lighting setup, unlike an outdoor scene or an interior scene. My suggestion would be to create a single DominantDirectionalLight (parallel light) facing the direction of the sun with a slightly yellowish/orange color. Then use a very dark,…
This sort of lighting would generally be created with an HDR panorama image of the sky used for image based lighting, and a directional light used for the sun. You might want to remove the sun from the IBL too so you're not rendering the sun "twice". The overall lighting contrast would be controlled by varying the…
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Looks great, good lighting will make or break an environment piece. No matter how good you can texture and model it will never look good unless you can present it with good lighting. I have a question regarding GI in the CryEngine, I heard that you use a primary light which has real-time GI. Is it possible to use multiple…
Not game/engine related, but I've never run into this before and I can't figure out for the life of me why this is happening. Rendering a scene with no daylight system, just two Area Omni's near the ceiling where the light fixtures are emitting GI. If I place a spot light in the scene and add a volume light, it renders…
A position has opened up within Rockstar North for a Junior Lighting Artist who possesses the ability to light our environments, cutscenes and characters for AAA video game titles. The lighting art team has a large impact on multiple departments and drastically affects the look and feel of the game, hence the successful…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
Hey, I'm trying to use light functions to light certains parts of the scene only when the player is close to it. Through my research I've come across light functions and they seem to fit the bill but I can't get them to work properly. Is it possible to make a distanced based material for light functions? (Distance from the…