Hi, my name is Tobias and I finally found the time to join the RL contest. Already saw some great stuff here and hope to find more time to work on my entry. Just created a quick teaser to get myself in the right mood for the contest:poly121: [ame]www.youtube.com/watch?v=Xofnjlkr9po[/ame] I will try to update my thread…
Hi, i am working on a mod for a game that uses old, non PBR shaders. Preamble: I'm making textures for my models in Substance Designer&Painter, using PBR workflow - simply becaue, i want to be future proof aka. i dont want redo everything in case i want to re-use them in a newer game engine. The main issue i have with this…
I have a scene for an animation I'm working on where I have several planes with an opacity map on them going behind an omni light with a volume light effect on it. The problem is that the volumeness is somehow causing the entire plane to show. Even if the plane's material is completely transparent I can still see the…
Nice! Great expressions! They look really believable. The only thing I might think about is the area right behind the back of the jaw (below the ear). Usually this transition from jaw to neck in that spot is more smoothed out. Check a few photos and you will see what I mean. The last one looks good in that area. I am…
I love this, Mistry, even in it's current state. I think people can learn a lot from what you're doing when it comes to the careful planning of the shot composition. This is one of the most important parts of the final look and you've nailed it so early on. Where it stands now, I really miss the colors of your paint-over,…
Wow this came along fast. This is looking good, and I know you say you're done; but, depending on the time you have and what you're currently up to, I'd totally revisit this and try to push it further some more (sorry if this comes across too harsh or inconsiderate - I think this is shaping up really nice - I'm just typing…
Also, check your normals. If they're backwards it'll be rendering the back face, which may be lit incorrectly. Right click off the model and turn on "Show both sides". It could also be light angle related, you can hold down L and left click or right click to reorient your lights, or you can just throw on a lighting preset…
I figured I would show a few pics of my current setup. I have a sort of scaffolding made out of PVC pipe, which I can quickly clamp on my lights and there are 2 crossbars on the top where I mount the camera and another light. Right now the setup is 3ft cubed, but I can just cut longer PVC to be able to capture larger…
1. BSP shadows are lightmap resolution(F5), as you mentioned. Mesh shadows are also lightmaps, you need to create a second lightmap UV layout and enable it in the mesh itself. TRy googling static mech lightmaps for a detailed explanation. In your example images #2 is being lit by dynamic lighting, which is pretty expensive…