Thats just what the assignment is. Its a Games Design Bsc- basically its spread over the skills to allow us to use 3D applications in general, how to use level editors and the theory behind games design. Im focusing on the modelling aspect though as I quite enjoy that- hoping to refine it by continuing to a 3D Modelling…
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
rel="Lightbox"?attachmentid=7668&thumb=1&d=1355828432" class="thumbnail" border="0" alt="Click image for larger version Name: glow.jpg Views: 8 Size: 215.0 KB ID: 7668" style="margin: 2px" /> This direction is kinda what i meant. Next step would be to set up all your lightsources in the hallway to a point where you can get…
Yes. There is no "use xy amount of lights" like answer, you should use as much as needed. You should place the lights to the light sources only (as you said, sun, lamps etc) because the another part of the lighting (bounces-gi) will come from the lightmaps. Light sources in UDK can do both static and dynamic lighting at…
Looks great, good lighting will make or break an environment piece. No matter how good you can texture and model it will never look good unless you can present it with good lighting. I have a question regarding GI in the CryEngine, I heard that you use a primary light which has real-time GI. Is it possible to use multiple…
You PM'd me but I like to keep stuff in public posts just so if someone has the same issues they can do a search and find this thread with all the info in it. For video games most shaders have the same basic texture inputs, Diffuse (the basic texture) Normal (adds extra lighting info for the surface normals, adds more…
The way to get into level design as a profession is to just get right in there and do a lot of level design. Share your levels with others, get critique, and get exposure. We have some resources here http://wiki.polycount.net/CategoryLevelDesign Usually level designers are managed by the design department in a studio, not…
Err.... After further research, dynamic doors and static lightning will never look good. I did some testing and if the door is movable, the pre-computed GI will lit my door on booth sides even if only one side is being lit, and the indirect lighting wont change if the door is closed or not (obviously). I made this test…
Ok so I'm getting a strange problem where if I bring in a tree I made it looks fine.. until I build lighting. Once I build lighting the whole thing goes daft on me and looks terrible. Left: Unbuilt lighting. Right: Built Lighting. https://gyazo.com/0b4c6351111984bda78a697e7ef45b8f I would like trees to have the leaves like…
This is super cool. I bought this when it first came out because it was so neat but I'm just now getting around to trying it. I'm using Beta 4. But beta 4 looks different than your tutorial on your website so I'm a little confused on how stuff is set up. Do you have documentation for it? The use of icons over text adds to…