Hi all, I got environment scene witch uses my own mesh-skydome and I also have skylight with HDRI cubemap for my lighting conditions and one directional light. Do you need to use the same HDRI in Substance painter to match the same lighting. Guess you would. But doesn't my Mesh-sky dome also gonna influence my lighting…
Can anyone share experience on how one may do efficient lighting setup (in my case - mental ray in max) for the game level considering that the lighting solution will be used to create lightmaps. Especially that concerns the way to obtain nice AO with regular casted shadows. Because if I use 1 directional Light (Sun) and…
I´m unable to achieve a light turnaround when i have those occlusion/cavity maps( used for accentuate the tertiary details in the skin mostly) and having an sky HDRi enabled for reflections and additional lightning. This was using Marmoset Toolbag 3. Is there anyway via custom shaders/using the new Timeline editor with a…
Hello, please bare with me as I am a noob at UDK. I was under the impression that you don't need a light map in order to have dynamic shadows. When I select the light - I see a shadow but when Unselect it I lose the shadow - When I build lights the shadow gets less dark and yet only visible if I have the light selected I…
MoP- there is an extra cost, not from lighting the environment, but from lighting players and props, if you want them to sit propperly you need to store lighting info into a light grid, or spherical harmonic or something else. at the cheapest in memory but at the cost of draw a fuck load of bounce lights
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…
Hi! We're starting pre-production on a game at my company and I'm gathering some reference for attractive character lighting solutions. I have to say Mario Galaxy's soft diffused look with that bounced rim light was very appealing and would suit our game well, but I am interested in any standout lighting that has been…
Hey geniuses! I'm using Maya 2011. I'm trying to figure out how to have a mesh with a 512x512 color map with vertex lighting info over the top of it. Does that make sense? So, I want the color map to come through clearly but have the lighting info be baked into the vertices. I thought the pre-lighting option would be the…
I believe that pre Maya 2009 Mental Ray might be using its own centric approach to light linking still. It has been awhile but I remember that it used numbers in the light linking to specify how it was linked. If you look under the mental ray tab in the light there should be a light linking parameter that should have a a…