UE4 Lightmass doesnt give “that” radiosity look, cause lightmass are way better in terms of physical correctness. Those valve “ambient cube”, are more or less equal to UE4 volumetric lightmaps. HL2 use lightmaps calculated with radiosity method + ambient cubemaps for movable objects and characters. Its sounds kind of wierd ) In the end, you need to bake something which will define that global illumination. I guess that’s the question, if anyone here has a better idea of the exact way they create their materials or what process I could use in UE4 to replicate that that would be awesome :), I love that late-90’s / early 2000’s aesthetic.īaked global illumination without baked lightmaps or shadows that would be awesome. There textures seem a bit more on the flat side… I’m not 100% sure if they do use bump maps/normal maps at all actually. The other side of that aesthetic is the textures are most of the time or exclusively taken from the real world, photographs, etc that bring a very realistic look, even if slightly incorrect when you inspect the textures very closely (shadows/highlight don’t match light source angles)… although bump maps should help with this a bit. Of course, with static lighting I could achieve that look much more easily, so if anyone has tips on weather it’s possible to have baked global illumination without baked lightmaps or shadows that would be awesome. This does cause problems for very thin meshes and skinned meshes. I’ve tried to bring this aesthetic to UE4 and fully dynamic light techniques and found that the only way to do this is with Distance Field lighting for the soft shadows on all lights. What do you think?Īlso it seems like static light baking with very soft shadows and plenty of GI baked into the scene also helps with that look. And most of the time, really dialling up the roughness of the materials (they mostly look matte) and not overdoing their specular maps. To me it seems like they use simple materials with Albedo + Normal/Bump + Specular. Hello Unreal community, I’m trying to get some opinions on what you think makes the best techniques for achieving that late-90’s / early 2000’s Half Life 2 texture/aesthetic.
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