Wait, that's impossible. They have to be the same in a render. Everything discussed in this thread is only pertaining to the hardware display. Show us a render.
For me eyeballing everything have always been an only way. Because it's totally depends on your renderer and default tone mapping , auto-exposure and AO. For example anything brighter than 190 is completely blown away in our engine . In Unreal it would be probably grayish and we use same style of PBR as our programmers…
Contact: jobs@variablestate.com Award-winning video game studio Variable State is looking for a contract 3D character artist & rigger to work remotely on a new, unannounced project. The start date is flexible and the role will last for 12 months. Applicants should ideally be based in the UK or Ireland. Responsibilities: *…