Right, a gloss map doesn't define how bright or dark the reflection is*, it defines how blurry or tight the reflection is. Depending on the reflection content (from the image based lighting, dynamic lights, or some combination of both) an area will look brighter or darker depending on exactly what it is picking up from the…
It can't go up that much, I assume your original level was not properly rebuild thus was therefore smaller in size? 800 MB for a level is really big to begin with. You can probably bring it down some? Reduce lightmap resolution, especially on distant stuff. Use the lightmap resolution checker view to find what is too…
Hey! I've been working on this scene for the past week and I'd gladly hear any advice you might have for me. It has definitely been a good learning experience, but now I really want to get it to be as good and photorealistic as possible. I've been playing with lighting and post-processing a lot, based on some feedback I…
Can anyone help? I haven't used Unreal in a long time, and I'm struggling. I'm trying to get my meshes from Substance to Unreal, but after setting up the material, it has extremely strange lighting, and looks completely different to how it did in Substance. You can see that Substance's lighting was clean and uniform. But…
Aha, you were right it was my setup. There was a parameter that I exposed a while ago in my roughness and had adjusted in Unity. Moral of the story, if a substance isn't coming out as expected in Unity, add 'Check for exposed parameters' to the troubleshooting. Anyway, the material is finally 'working' as I more or less…
Not sure where to post this, so I guess I'll post it here for now. A client has approached me with an offer to buy the rights to a Car I made in order to 3D print and potentially sell it. How should I go about pricing it? Should I tally up the hours it took me to complete and slap a dollar rate on it? It's a cartoony model…
The dark shadows is what it looks like when you have broken lighting. If you want hard dark shadows like that in the final build you need to change your light mass setting under world properties. Default light mass settings has 3 bounces. If you turn it off it will look like that... but it will not bounce through…
Im working with a client who insists on using UDK UE3 for a big game thats on going and running now; mostly outdoor/indoor FPS; Im trying to figure a way to improve the lighting to make it look more UE4; One thing Im attempting to figure out how to use the Daylight/Sun in EU3 (Sky light/ Direct) in a way that can be…
Such a dramatic change, I love the sci-fi look and all the texture work you have done. I'd say I prefer it in the shots where you have the material more matte/patchy with shiny spots than super smooth shiny as it helps describe the lighting and looks less synthetic, in reality you'd have contribution from both a rough…
ok so i have come across a problem i cannot get my head around at all and no tutorials can point me in the right direction. I had thought i had it figured out but i was horribly wrong, i have looked through some lightmass tutorials and how to UDK light stuff but a lot of them just say place lights and click build and the…