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The curtain was made in Marvelous and I exported it triangulated, and I am guessing I went a bit too far with the retopo? Basically, reduced its geo too much maybe? I was thinking of reimporting it with the same UV lightmaps (which have no overlapping or anything), any advice with this as well?

I also did as you mentioned and tweaked the post process for the lighting, I was planning to do it a bit later when I finish texturing all the props, but after tweaking the offset, I got something similar to what you sent me with your previous comment :

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On the other side, I am trying to set its material shader to add some subfurface to make it look like the light gets through it, but I think I am not sure how to handle that properly either yet, as when I set the object’s subsurface with a color vector I just get to change the whole objects subsurface color, when it only should affect the areas where the direct light is hitting the object, is it?

I did what you suggested, I reduced brightness on my wall textures to balance the color a bit, actually, it should be this way. In the reference, the paper walls are way lighter than the way it was when I introduced this issue. On the other hand, I managed to brighten up a bit the wooden parts by tweaking a bit more my exposure settings, also by making the material a bit less rough and using some reflection captures on the surface. I don’t know if that’s the best way or if you would recommend me doing it this way, but it definitely looks okay now! My material is just using specular set to 1 and roughness values coming from the texture, and lerping its bw values between 0.7 and 0.35! And metallic to 0. Here’s my mat Instance!

I’ve been working on the scene a little bit, and I am about to implement the paint peels now following what you mentioned in previous comments. After baking the light I will show results of how that comes out!

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I have a question related to lighting. I have a very simple scene, based in a room with two windows, one on each side of it. After baking the light, the result is okay, but I get certain areas that I cannot find the proper way to light them up. So far I just have a normal skylight and a Directional. The skylight uses a Cubemap.

Hope you are doing well and again a huge thank you for the help Makigirl!! I feel I am getting closer to finish this up!!

Also, I adjusted my exposure as much as I could and the rest of my scene is light up just fine, except these kinda mentioned areas. I tried pushing it up a bit more until I get these darker spots brighter as well, but that makes the rest of the scene look too lighted up then…

On the other hand, about the curtain, I increased its geometry and the light bake result improved dramatically, but still I got one shadow artifact which is quite annoying!! This one:

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Those peels… For the smaller ones I would use normal maps. The more detailed, bigger ones: I would model them in my 3d app (3dsmax) with a thickness!! Maybe you can get away with 2d meshes (with 2sided material), since the scene is not that contrasty…

…also if you want to have that very strong sun hit effect on the floor, you’ll have to set that light a lot brighter and then adjust the sky accordingly… + bloom in post process… Maybe you can get away with fog for the atmospheric look but maybe you’ll need to use particles for the smoky effect…

Also did what you said about the material, and the issue was definitely associated with the roughness and normals!! I actually reworked just a little bit both roughness and normals, and now the wooden parts look just fine I think. Also did a High light build for the scene and obviously the result is much nicer.

It’s a bit dark brown, but my scene reference is like this, the wall is quite light vs the wooden parts which are a bit darker… So, mainly I should not put dark-colored materials in my scene? My scene in lighting mode seems fine, just a bit blurry because I didn’t build the scene in Production or High yet.

First I wanted to say it could be only the lightmap (how the uvs are laid…) but it does look a bit low poly… could you show me the lightmap uvs please? I haven’t used that software yet but if you can, try to create a flat rectangular uv in the beginning if possible! That would be the perfect lightmap for the curtain! …later it’s more difficult to flatten it out! …3dsmax or Unreal will try to break it up according to angles and that can create a similar look to yours… Also before exporting to Unreal, make sure that you’ve applied smoothing groups!

Makigirl, once again thank you very much for the feedback, I am gonna work on the scene following what you are suggesting and I will go back to this post soon to show you how it goes.

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So I have no idea now what could be the reason for this. The last Light Bake was build in High settings so that would be enough not to get those big black spots in tricky areas I guess, is it?

I want to give the wall some depth by adding those paper wall peels coming off. I spent quite a lot of time trying to make them but I found it quite tricky… For some of them, small ones, for example, I thought of using normal Decals but for the bigger ones, I tried mixing tesselated planes with vertex paint, but I couldn’t get to make it properly.

If you needed to brighten your texture inside Unreal, you can!! Just open up your imported texture and go higher with brightness for example! https://docs.unrealengine.com/Images/RenderingAndGraphics/Textures/Properties/TextureEditor_Adjustments.jpg

But the darkness of the texture looks ok to me!! …the white ones are too bright imo… They will be too bright comparing to the other meshes and when you will try to brighten your scene (either with post process or stronger lights), they will be burnt out!

What is the lightmap resolution of the curtain? Is the material set as two sided? Could you try to use a simple material (but two sided) for the test bakes just to be sure it’s not the material again? In Unreal it’s really difficult to achieve that kind of effect you’re trying to with the sunlit curtain!! Most of the times they’re rendered in the original 3d app and use that accurately baked result as a material in Unreal…

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I appreciate your help a lot!! I am checking how I might modify the material to make it look proper… but still cannot manage to fix it.

I thought it might be for the material that’s right… but then should I just bright its base color up? Sorry for my misinformation but how can I scale their respective bw values you were mentioning here? I understand if the material is too dark the Light is gonna be tricky to make it look proper on them, but in this case, look at my Unlit mode:

I will also go for what you suggested for the paint peels!! If you are okay with it I will keep posting the results of that to show you how it goes I am sorry if I am abusing a bit of your kindness but your advice is being super helpful!

But I got a new small issue now, related to lighting as well. On the left side of the shot, as you can see there’s the curtain, but it gets many shadowing artifacts. I tried raising its resolution to get rid of them, and it partially did but still is pretty noticeable as you can see.

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Also, the Lightmap Resolution for that part of the wall is okay, set to 256, and the Density results coded in green color…

I want to know what is the best way to light a specific area, as I couldn’t find a way to do it just through Lightmass. Also tried lighting that area up using artificial lights but resulted to be quite tricky without creating undesired shadows in other areas…

I will for sure tweak the paper wall color more to make it look closer to the reference but for now, it is a bit better! Also, I have another question, if you take a look at the reference here:

Just in case the textures might be the problem, yes, they come from Substance Painter, but the import is set to 8bit as I know Unreal isn’t friendly with 16 bit textures. Actually, all of the textures come from Designer or Painter, and the colors are represented perfectly, that’s why I suspect it is just a lighting issue.

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That dark spot on the right side is way too big, and I really don’t know what can be causing it. As you said before, I made its Lightmap as a flat rectangle. that’s how Marvelous export planar objects anyway which is really good. Here it is:

Maybe you could just duplicate your parent material, assign the copy material to the door/wall panel, disconnect ALL nodes and plug in a mid brown color for the base + 1 for roughness and see how the scene looks like! Then one by one (roughness first, then normal then AO) plug them back in and see where the big change in brightness happens = which one causing the scene become dark.

I turned off both normals and AO setting them both to 0, but it is still the same dark, maybe I should literally plug them off the Master Material? But anyway, the color of the issued wall was improved anyway ! I appreciate your help!

No worries! I think it’s still too dark… Could you turn off the AO and Normals all together? I think it’s going to be one of those that darkens your material that much!! Be careful with the reference image: it’s almost impossible to achieve this lighting without post processing!! …I think in their case they used offset to brighten the whole scene + to achieve the low contrast… I could also make your render to look closer to the desired result…

So it will be something else in your material setting! Is this dark wood material reflective? …could you show the material setup please? You can also try to disconnect all the “extra” nodes like normal, specular, roughness (just put 1 for the testing) to see the scene with a simpler material!

As you can see, the light seems okay on the right side of the scene, but in this wooden wall part in the middle of the shot, (where also the material color is darker), the light is just too dark. The material color of this area should be something like this:

I think it’s going to be your material! Some of them are too dark and some of them are too bright! Darkest materials shouldn’t be below 0.1 and brightest ones over 0.8 (on a bw scale)!! You can check these in the unlit view! You can also check the lighting only view: if it looks even enough, as you’d expect then for sure it’s going to be the material! You can also try a test render (with lower settings!! indirect quality around 4) with a plain mid grey material applied to all your meshes…

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