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Radio Nowhere (Complete)

MBS320
polycounter lvl 2
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MBS320 polycounter lvl 2
Pun in the title aside; This is the current environment I'm working on. Its based on this beautiful resort a friend visited a few months back and I was so taken in by the architecture and style, that I just had to work on something similar.

This is the original block out-




Here's my current level with most objects modeled and set in the scene with a 1st pass on lighting-




Speaking of which I'm currently have errors with the light map bakes in the level. I'm getting a powdery effect towards the far corners of the room. Almost as if its not sampling enough or something. I've tried-
1. Increasing lightmap density resolution.
2. Increasing num of light bounces, indirect lighting quality and turning down static lighting level scale to 0.5, but it didn't fix this.

Any suggestions?


Thanks

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