You are right indeed, I did this and it was my "roof" planes I put in just to block out the sun from inside that had no UVs. I re-unwrapped the blockout model and re-imported to the engine, re-built the light and all looks beautiful! Thanks a lot!!
The mood I get from this picture is that the blood everywhere is my own; I've woken up bound and gagged on the floor of this ninja's home, or maybe it's my own home, and cannot see for shit in light of being drugged and beaten the night before. And perhaps knocking my eye/head on the corner of the table after jerking back…
Stunning work on the props and especially the materials, lovely work! I'm not a huge fan of the final picture though, mostly because of the composition. It's quite hard to read because you don't really have a clear focus point. The original concept doesn't have a clear one either, but it has a lot of rhythm with the darker…
I cannot figure out how to fix the light leak in my model without turning off the sky completely. I've tried turning off backface culling, turning GI off, changing the voxel fit. I'm at a loss on how to use the sky without it causing lighting issues. Thanks! Sky On - Light leaks from the ceiling Sky Off - No light leaks
alright, i have another question. since i can't texture and won't learn it in 1000 years i use the ambient occlusion rendering method within 3dsmax (scanline render with light tracer) as a base for all of my tf2-models. no every now and then i have these "light sources" in my models (especially on my lights pack ;) ) and…
I've seen a lot of good tutorials on light maps, one of my favorites is one by the world of level design that goes pretty deep on light maps in the the Unreal engine. My question is how much space between UV's do you really need in your light maps to make them look good? In the tutorials I've seen it shows quite a lengthy…
Hey @PuuroMan ! Looking good so far! A few ways to make the outside light comes in a bit more: You could increase the indirect light bounces and intensity, this will make the ligth coming from the outside bounce a bit more inside and light the scene a bit You can also increase the post processing exposure (although that…
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So, I repacked the UVs of my second tree, but it just moved the light problem.... could my problem be my light setup? I have a dominant directional light(basically the sun) and I have 8 other directional lights, wich basically give me the soft shadow color (to simulate light emitted by the rest of the sky). I'll experiment…
hey man, Unreal supports statically lit translucency only, not with dynamic lights (such as material editors viewport) If you set the transparency setting to translucent and keep the lighting model set to phong it should work. It wont appear correctly in the material editor preview because there is no baked static…