So I'm working on a level for my portfolio, and it's a down town area (my hometown) and I decided to go with tileable plains. Now the problem I'm having is that they aren't receiving lighting information correctly as you can see in this pic.…
I think maybe a few over the passed 5 or 6 years have probably seen one of my GDI or NOD models, and I think it's safe to say this is a complete upgrade from the past two. Right now I finally got photoshop working (got a laptop) and im trying to texture it. Now, I have a flatscreen, LCD true-life screen, and apparently the…
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I posted this on my thread in the pimping section too, but I figure it might be better to put this here as well. I'm having serious issues with lighting this terrain. Since my terrain is very flat it had to be large, so it takes forever to build with low quality settings. Production quality is impossible and even on medium…
Thanks guys! Hourences - Isn't ue3 using deferred rendering in DX11 mode? Arnage - Yeah unfortunately its not solving my main problem which it that lighmaps aren't dynamic.But its good to know, because I will surely need to use lightmaps in the future. Harbinger - I know that the gi does not need to be high res, but the…
This is a dust off / remaster of an old piece that's about ten years old by now (barf, time, why?). It was originally done in UE4 with Quixel Suite for the texturing. This project is special to me for a variety of reasons, but it definitely needs a facelift to stay in the portfolio. I'm mainly looking to improve the…
single source lighting is rarely going to be 'single source' in movies and photos, which is something to be aware of with your references. Both those images are likely to have been shot with a larger diffused light off screen to provide more powerful illumination than the candle. You mention that you want moonlight or…