So I'll give some basic info : Game : Dungeon Defenders UDK Version : 2010 build (March?) Issue: Below in the two screen shots you'll see the problem. In the game it is creating shadows where ever the camera or the player looks, but only nearby. At a distance it doesn't create this weird artifacting that is going on. So…
It also eleminate all forms of indirect lighting. Like reflections,indirect shadowing and global illumination. You are tight... and not right at the same time. The compile times for 3 lines of code might seem long. But on other hand my project with several thousand lines of code compiled about 30 seconds. System is setup…
pop some under-lighting on that sucker (the jesus pod)- right now it just seems to have a harsh white light on it and it flattens it quite a bit. put a harsh orange light being projected from the base (al-a the scary flashlight technique) and a nice subtle blue bounce light from the foreground to fill out the darks should…
Ok, UDK's lighting is killing me. I am forced to use dynamic lighting because if I bake lighting the 'moss'(green thing on the right) on the ground dissapears(I think it has something to do with specularity..), and the ground texture looks really bad without it, well, it looks bad either way but witout the specularity it…
starting to block in the scenes that will be used for teaser. will take a lot to bring this to completion but I think the basic idea is there. just going to get a blockout with color done like this for each scene, then do rough pass at the teaser trailer, then start refining environments and characters together. not a lot…
Sort of. Point lights have an option called "source radius" that can give the light an "area" effect. But, as far as I know, not as a rectangle. https://docs.unrealengine.com/en-us/Resources/ContentExamples/Lighting/5_1 And, you have to bake it for the shadows to look right.
you are never going to see the outside EXCEPT through that opening from the tent's door as you saw from the screenshots. Because to me the skybox looks really out of place with everything else. the sky box is a mesh and lighting it looks fake. as for the Jesus light you are right I will have to model/unwrap a tube for it.…
Hey @Port-Seven I think this asset is looking pretty good but your presentation could be better, especially the first image. If you create a more dramatic lighting setup that turns the forms more it will help get a bit more depth to the composition. Right now things are feeling a bit flat because of the lack of strong…
Im trying out Shader FX mostl, to just see the painting of diffuse and spec with normal maps from Photoshop. The default dx or phong render many times "forgets" to update the textures. That and the DX shader of standard material 90% of the time renders the object as unspecular phong, no matter my settings (this is Max 9).…
Hey Pogo, This looks like a really cool start! I like the wallpaper but as others have said, adding a bit of discoloration or staining across the surface will help sell the age. Yellow is a great choice though, makes me feel a bit uneasy so that's totally working. Concerning your lighting, the scene is pretty even across…