Hi guys I have recently created a bedroom interior in UE4 and would appreciate some feedback on how I could improve my lighting. I have attached some images below. I already received some advice on doing a lighting setup similar to this. I have my exterior lights bouncing off editor planes so that they are only…
Hey! As you've been asking for advice, I got a few for you! First of all, this is a good start. Keep it up! The colors itself work great together and it's interesting to look at. I like the simple yet adorable concept of the froggie with such an oversized hat. It makes me wanna squeeze him in a tight hug. As for the…
Apparently, the problem was that the ground had been duplicated like 6 times. So it was overlayed, and therefore causing slight offsets in the lighting. The reason this happened is because the ground was set to lock in position, and I must have accidentally grabbed it when drag duplicating other objects. I selected the…
other way to get to it is to right click your viewport name (upper left corner of the active viewport), go into configure and the rendering options checkbox "default lighting". Note though! It gets overridden with the dx material display, so if you're looking at normal maps in viewport it won't work.
hey so ive been reading around and tried a bunch of stuff to fix this but cant get it too work, my lightmaps are snapped to the grid with about 3 to 4 padding and i have tried to up the lightmap res the floor mesh in the image has a 2048 res lightmap and it still isnt fixing it the wall piece in the middle has a 1024 and…
I assume you did try to move around the light ? In order to see if the normal map is interpreted right. (tangent vs object, x/y or whatever channel flipped etc. ) Depending on the viewportshader you are using it may be reading normalmaps different from the rendered shader. Also you have to set a bitmap for the diffuse in…
A fun and challenging contract position with a best-selling Xbox racing title available for exceptionally talented lighting artist! What we need: Must have exceptional skills in lighting beyond the standard functions that the software packages provide. An eye for setting the mood with lighting. An understanding of GI…
3DS MAX LIGHTING TD Location: Los Angeles, CA Duration: Approximately 3 months Qualifications: -->Must be able to create complex lighting schemes -->Must have strong knowledge 3DS Max -->Must have experience rendering in layers -->Experience UV Editing techniques and tools -->Must be able to work in wide range of styles…
Terrain by default uses a lightmap. There isn't a reason to up the tessellation of the terrain to get better lighting. In the terrain properties under Lighting there is Static Lighting Resolution and Is Overriding Light Resolution. Those two options will give you control over the resolution of the lightmap for the terrain.…
Hi everyone! I've been working on re-lighting my previous project to achieve better static lighting that has more visually appealing. This is what I came up with, Would be great if I get some C&C on this one for any improvements, like what can be changed in new lighting or whether old lighting is better with some tweaks.…