MerlinTheWiz4rd wrote: »
Plyxis - Looks like light bleeding. Meaning that the UVs in the lightmap are to close to each other (or non-existent). You can check out this very handy tutorial on World Of Level Design that helped me. It's in UDK and Maya but I think the basics are the same if you are using different programs.
If you are using Maya you can easily skip the painstaking task of trying to fit the UVs exactly at the right spacing as in the tutorial by going to the UV editor and clicking "Polygons" and hitting the little box at the right side of "Layout" and changing the "Spacing Presets" to the size you want.
tkfxity wrote: »
I also want to add. Using this method can be very buggy at times and it is advised you take a look at the final picture if using this method. Ive noticed that when using this method in one of my scenes it does not render out certain reflections and certain elements in the final shot.
RogelioD wrote: »
This. I prefer to not use this method as it is not compatible with many post processing effects. I prefer to use the command "screenshot". This usually gets me the best results. Or, if you really want a bigger resolution and want to be sort of hacky, you could render out a large video utilizing the individual frames method using matinee and then pick a single large (almost 2K) sized frame.
Torch wrote: »
Looks like a cool challenge, nice concept and cool entries already Just had a modeling question - does anyone have any idea of how they'd go about modeling the pattern at the top of the red stove heater? Just wondered as it seems to have holes in a quite complex pattern. Thanks!