I had the issue aswell, there's a workaround, select all surfaces (shift S), go in properties (F4) and there you'll have 3 properties you got to set back to default, it's a bug in march2 udk. lightmass settings > *use two sided lighting *shadow indirect only *emissive light falloff exponent set these 3 back to default…
Might be a stupid question but if they were traveling quicker than the speed of light how can they see where they are going?... I mean surely to travel so quick in such a meaningful distance wouldn't you need to be able to predict placements of objects "in the future" else you'll end up warp driving yourself into a rock.…
Thanks for the reply. I tried exporting the package a few times and it didn't work. Like I said, I only got the models and textures. I figured it out by selecting the scene file in the asset browser tab, right clicking, then selecting "select dependencies". THEN ctrl click the scene file to include it in the package(with…
Yes that's correct. Here are some video tutorials on it: Substance Painter: The official tutorial has been removed so it might be changing in the latest version, however here's Michael Pavlovich talking about it: 018 Baked Lighting Filter - YouTube 3D Coat: Baking Lighting & Reflections in Unlit Shader - YouTube
I have been out of the engine loop for too long. I'm working on designing a house that I want to explore from the inside and get a good idea for how it will look both inside and out during the various lighting changes from day to night. I would like an engine that ideally can: * Built in day/night cycles that affect…
Hey guys, nice to meet you all, I'm in my second year student of Hertfordshire University (England) and we have a games lighting project. We have to choose a room from a film and recreate it in a real time renderer be it, UE4 or Marmoset. I chose total recall, the room where he has the big fight scene after entering the…
You need to simulate sky lighting by adding emissive meshes to windows. Then just make them b_hidden in game/ As well adding post process volume with custom tonemap scale will give you right exposure. What you could try is making your exterior looking right with the low tonemap scale (0,5), and use post process volume with…
I played HL2 and Ep 1, and I didn't even notice that they changed the lighting. I think it might be that they put too much contrast and baked in lighting in the textures, but I also think their shader doesn't capture enough of the volume of the normals/geometry. That above shot to me, I can barely tell it's not just a…
Thanks for the feedback! There's always something that needs improving. 1. I see what you mean, though I'm kind of partial to it myself. It's supposed to be a really rough unfinished aluminum or something really cheap. I wanted to give the appearance of a weapon that has had parts replaced over the years, hence the…
I know that this is possibe in marmoset toolbag 1. But I can't find this function in marmoset 2. And I can't use second marmoset toolbag 2 because I need fog effect (marmoset toolbag 1 doesn't gave this function)