Okay, I think I understand better now. For instance, say we have a car with windshields just like any other car, and we decide to bake the car's AO as is without consideration to remove them from the baking process. Naturally, they will contribute to AO baking process and depending on the AO's baking settings (i.e. here)…
I didn't really mean that there is absolutely nothing that hasn't been done before but more that a hell of a lot has been done and that's why I had put the word everything between " ". For instance pretty much every past and future type war has been featured in different game genres so certain games described in a gfew…
[ QUOTE ] If they use the "glorifying war/violence" reasoning to circumvent the freedom of expression I demand the Bible and the Quran to be outlawed. Those books have proven negative effects on the development of children and glorify war and violence to a point where no sane and responsible person can allow anyone to…
Actually perfect topology is more important on cars than just about any other kind of model. Because the object is both reflective and very precise even the smallest pinches and bumps will stand out. Good sub-d car modeling is about building a really tight and clean cage. You should define every curve and edge in full and…
turpedo, Thanks for the critique I agree completely. I think toning down the light will make the helmet stand out a lot more. I tried to go for a high dark/light contrast. I was hoping the rays of light and high specularity of the helmet would give more eye movement. Another thing I noticed was a slight stretch on the…
Howdy Just wondering what the best way of learning light theory is?. Im not talking about texture painting here either,but more todo with scenes and ways of presenting lights in a possible game enviroment liek a street or corridor or soemthing. for example,I walk down a street at night,you have light from street…
Hey everyone, I have this problem with my normal map. As you can see from the screenshot, the normal map has this floral kind of warping happening along the rim, when it should just be a smooth curve. I'm pretty sure this has something to do with my low poly, as the warping seems to happen at each segment of the low poly…
Really lovely execution... I have some critiques though.. I feel your scene has a lot of conflicting factors in scales... parts of the scene make the environment feel at a good scale but quite a few other elements make it feel really small... some elements which actually leave you scratching your head as to what kind of…
- Wildcard Dive Bar Environment - Wildcard Dive Bar environment is a second year creative project that focuses on improving my environment art and lighting skills. I am hoping this project will be a playable demo for the first person player to walk round (50%) and cinematic trailer to go with it (50%). This project will be…