Hey everyone,
This is a project I started to learn Maya's game asset workflow and as a test piece for hand painted textures. I've been using Max for the last 8 years or so and the change to Maya has been a lot of fun.
The piece is based on a piece of concept art for 38 Studios upcoming MMO Copernicus. So far the environment only holds up from this view, but I'm hoping to add some additional models later to flesh out the city better. I'm using UDK.
In the upcoming weeks I'm hoping I can get decent lighting and start adding some hand painted textures.
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Any better? I'm still trying to get the hang of using dropbox to host image files.
I hope that makes sense.
Now i wonder if vertex color wudn't be a better choice for this kind of stuff like here :
http://www.polycount.com/forum/showthread.php?t=68238
I like how its looking so far though!
I'll try breaking down the foreground pieces even more and see if I can better results that way.
I'm thinking it might be possible to lower the water/ground area by raising up the foreground pieces and the platform the view is taken from. I'll give it a shot.
Oniram, if you're asking about the closeup of the low lightmap resolution, the only lighting is from an environment light bake. Not sure if I'm using the right terminology here?
Hey Noors, I'll read through that SquareSoft town thread carefully and see what I can find out about utilizing vertex color, that project turned out really nice.
Here's my first pass at lighting the scene, I'll refine it along the way, but I wanted to make sure I had some lighting to test how the textures will look.