If not already planned, I would include some of the colored neons in the last reference picture. As it stands right now, the lighting is very flat and the entire environment is nearly 100% fully lit with what seems like only white lights, so having color neons can help. But don't be afraid to add colored lighting to your…
Interference
Pattern are recruiting for a freelance Unity Lighting Artist. The
Role We
are looking for a Unity Lighting Artist to take a lead lighting role
on projects. The
ideal candidate will have extensive experience working with real-time
lighting set-ups, ideally within Unity however applicants with other
other game…
@PixelMasher Hi Tim, watched your tutorial here: https://www.youtube.com/watch?v=eVPuvCAEz4Q Very informative, I read this info here on ue4 doc: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/EmissiveGlow/index.html At the bottom of the page: Conclusion Adding Emissive Lighting to any Material is very…
Hi, I'm actually doing the modelling of the cars for rumblesushi, so I've joined up so I can talk directly to you. First, hi again and thanks for your replies. I'm working on adding lighting and also adding some more hand drawn elements. I've used some AO on the Lan Evo. I just used a sklight and a target direct light (as…
I'm worked on a Relight project and would love to get some feedback on my lighting design. Could you please take a look and let me know your thoughts? https://www.artstation.com/artwork/oJbZqw https://www.artstation.com/artwork/y4DZen Thanks
This is sort of wierd, but I am rendering some UI elements and I need to render out an object in mental ray with a nice shader and lighting setup and then also render out a normal map of that object. The problem is I have to bake the normal map and ao to a texture, and render the Mental Ray Color pass from a scene. Which…
Hey everyone, I’ve been working as a 3D Generalist for the past 8 years, and while I’m proud of the game visuals I’ve contributed to (the audience seems to appreciate them too!), I feel it’s time to take my skills to the next level. I want to refine my abilities in lighting, color theory, and composition to elevate the…
UDK is notoriously difficult for foliage. Have you made sure to have explicit normals checked while importing? Also there are some settings in the material and the mesh that need to be checked. They're mentioned at UDN. In the material used with landscape And in the mesh Used for instancing. What I always do as well is…
This might be sketchy, but you can just try pulling out the values from the green channel of the normal map, and use that as a mask/multiply layer on top of the diffuse. Since the Y channel of the normal map stores the normal vectors that face up and down in uv space, you might end up with the effect of having a light…
The assets are quite good, it is mainly the lighting which could be improved. I am missing a sense of light direction - right now everything feels very (equally) bright. If I compare the big LED light on the ceiling with the surfaces next to it, it has almost the same brightness. I would recommend starting with an entirely…