Hi there! Haven't been there for a while! I'm happy to share my latest Unreal environment where I had a lot of fun experimenting with multi-angle light photogrammetry, gaea and speedtree. See the artstation post for full breakdown!https://polycount.com/post/discussion/www.artstation.com/artwork/x3gVr2
Hey, so I'm still new to UDK and trying to figure out how to get my scenes in it to look good. First, here is a shot of a segment of my scene pre-lighting built (both examples are lit by two point lights with fairly default settings + Lightmass) Nothing Earth shattering, but aside the lack of shadowing/AO between different…
Hello I'm trying to make a simple shader for Maya using CGFX as a learning experience. Right now I'm trying to implement a basic Lambert shader using point lights but I can't find information on using point lights for shading. Everything I find is about using directional light which are not always ideal. So I was wondering…
Hey you lovely poly-extruders ! This is a quick scene I cobbled up with megascans assets to practice lighting in different times of day. HDRIs are from hdrihaven.com (f'ing love this site), the lighting is fully dynamic, using tinted DFAO and coloured bottom-skylight to fake light bounces, everything is lit via a…
If you have your MR set up to use image-based lighting: Render Options (Mental Ray)> Indirect Lighting **Environment**>And click on the image-based Lighting and select your image. Then go to Color>Batch Bake (Mental Ray) **OPTIONS**> Bake to VERTICIES> Then set the color mode to Light and Color. There are tons of options…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
+1 to the second UV channels for lighting I also try and keep my lights in between 2 meshes. I notice lighting issues a lot more when I have a light directly over a mesh. It seems to steal all the light and then give the other meshes less :P
Is there a way to set up my scene to use vertex lighting? I'm looking at building something to look like an early 3D game, but the modern lighting completely betrays the aesthetic. Is there a way to get the engine to render the scene use vertex lighting?
Remedy Entertainment, the creator of Quantum Break®, Max Payne®, Alan Wake® and Death Rally® and one of the leading independent game studios in the world is looking for a Lighting Artist for a key role working on Remedy’s projects. We are looking for an artist capable of bringing the best out of our environments and to…
lightmaps do funky stuff when they aren't receiving any light, or barely any. you can either turn up lightmap resolution or add a skylight or some other light so that lightmass can correctly calculate the lighting for that mesh. it can be real dim so that you still get a similar effect. if that doesn't work, maybe disable…