Dear friends, we are glad to introduce to you our brand new texture collection Liman textures vol.1 "Solid walls". Textures vol.1 "Solid walls" is a collection of 100 high resolution images of seamlessly tileable textures. This texture collection is related to solid stone and concrete surfaces. All textures have been…
Day 1 studios is located down the road from Exis' offices, and working closely with these guys was an absolute pleasure. If you haven't checked out Fracture yet, give it a go. The art was extremely fun to work on, and I can't say enough good things about the people at Day 1 studios. This is just a small list, for more…
If you click on the image to view it 1:1, it represents the default zoom from the game. The net itself pretty much disappears, but the ropes are readable. I did a few iterations on the rope thickness and spacing between the strands, checking how they appear from the default camera.
My reference mainly consisted from photos from the 1/35 model, good real life pictures where hard the find since this thing was build during WW2.. and most of them didn't survive the war. ref link 1 ref link 2
Thanks for the help guys but I need to point out this is not a lightmap issue this is a 'lightmap specular' issue. The key difference here is lightmaps are generated from UV's in channel 1 by default, while the lightmap specular is generated from UV's in channel 0. It is completely irrelevant how your UV's are setup for…
1. Can Max bake lightmap to 1 file from many separated objects? 2. Can Max take into consideration smoothing groups during baking? 3. If not 'Render to texture' from 3d max - what program do you use to baking lightmap?
Hello Everyone! Sorry for the late update. The project has now ended and here is some images and videos from the finished models. Movie capture from the motorcycle UDK scene Mirror 1: http://www.lorentzen.se/annat/anders/polycount/udk_scene_mc_audrey_rev1.mp4 Mirror 2:…
Not vig, but :D I suspect he means move it over to 1:2 from 0:1 as in a whole sheet over. It keeps from baking ontop of itself. If its not moved to the next sheet it'll just bake the doubles ontop of itself which, well, is interesting...
sounds like you're plugging a texture in, textures "typically" go from 0-1 Specular power is a value that goes from 1-100+ usually. Either add and multiply the texture by scalar values, or use the specular power textures as the alpha of a lerp between 2 values.