Dynamic Lighting And Specular Highlights
Posted Mar 26 2020 - 08:45 AM
I tried turning them off and could not notice a major difference although my eyesight is not the best.
I was wondering if they actually do anything now that GPUs have moved on so much in 20 years.
I have GTX1050ti
Posted Mar 26 2020 - 09:58 AM
Posted Mar 26 2020 - 10:15 AM
Posted Mar 26 2020 - 11:10 AM
They need to be fix sometimes and it's not a quick job...
Posted Mar 26 2020 - 04:13 PM
Now you mention it I can see the lighting effect on cars.
Posted Mar 26 2020 - 04:39 PM
Although I have never tested this, as I always have had that option ticked.
Posted Mar 26 2020 - 04:58 PM
Dashboard is very dark in normal driving, but chassis upside down with the reverberation on the clear asphalt of this track, it changed to a light grey !
Edited by M Needforspeed, Mar 26 2020 - 04:59 PM.
Posted Mar 27 2020 - 04:07 AM
I have been playing with extending the front wheel arch on a car. Problem is there is a small vertical deflector at the front of the existing arch, which now is in the middle of the enlarged wheel arch. Tried to blend it in to hide it. Looks ok on the right hand side (if you look closely it is still there) but the lighting still shows it up on the left hand side.
gplt69 2020-03-22 16-05-29-19.jpg 92.11K 78 downloads
gplt69 2020-03-22 16-06-45-71.jpg 87.05K 79 downloads
Edited by webfoot, Mar 27 2020 - 08:59 AM.
Posted Mar 27 2020 - 07:08 AM
Posted Mar 27 2020 - 08:19 AM
JonnyA; yes, when working with textures on cars is a good idea to use an overimposed grid and sometimes also a color gradient.
Posted Mar 27 2020 - 08:57 AM
As Ginetto says, the grid is useful. I add a layer to my gimp/Photoshop file so it is easy to turn on when required. It helps with tweaking things like the shape of curved stripe paintjobs (as above), as the mip gets distorted when wrapped onto the 3d model.
Posted Mar 27 2020 - 09:30 AM
Posted Mar 27 2020 - 11:15 AM
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