I was straight out of school "working on my portfolio", when I got hired for my first industry job. My skill level at the time was pitiful compared to the student work I see nowadays. I could model, layout UVs, paint textures, and animate all at a basic level. This didn't matter so much though as the company I was working…
I've been jumping all around lately! Here's a huge image dump. For London: New wall light, just needs the glass and bulb. Glass I've figured out nicely in UE4 but the bulb will need special work for my dynamic lighting setup. Worked a bit on a curtain setup to sit behind my various shop windows but MD has been bugging out…
But im convinced we can clean them pixel edges up, we done it before. Its up to the programming of the u3d, not actually the game maker maxed resolutions. To my knowledge the game resolution has alot to do with cleaning the pixel edges. you know? The clean lines of models and such. were just taking Game maker to new levels…
So some quick things. Your shapes feel somewhat lumpy as if you're not confident in what values you are putting down. Everything feels very soft or lacking definite form because of this. To get started I recommend a few things. Some of them are free, some of them will cost money (and are 100% worth every penny.) FREE *…
Hey dude, I thought I would give you the heads up as you said this was an art test. UV layout is massively important, the smaller your textures and the more fidelity you have the less stress it has on texture streaming. Consoles will generally stream at 1000kb/s-1500kb/s (depending on how the engine manages its memory)…
Assuming Unity's lightmap is what I am expecting, the fact that it's one piece may be the problem. Am I correct in that I now realize the texture sheet you posted in the first post is actually the texture sheet for the entire scene as one object? I was thinking it was all separate meshes, as how a scene would typically be…
Hey Alec, I haven't got a lot of technicals on the site, trying to put the emphasis on the textures themselves. :) Yeap its photographic. The technique is called Photometric Stereo. The basic idea is you have a camera and a light, and you take 3 or more photos of the surface with the light in different positions. Using…
good start. The whole thing is too wide. Look at the sign, and the placement of the pumps and bench, in your shot compared to the ref. The bench is too big too. ETA - Vig beat me to it. Your UVs need some help. You've got drastic variation in pixel density between the upper roof, and the column and the pump itself. That…
if you've got smoothing groups set up(hard edges) baking with an offset instead of a cage will result in missed detail at the edges, as the hard edges are "broken" during the back process and expand independently. Using cage means that your hard edges will all be welded and seamless instead. This would result in some…
Hi guys, Recently I started my new project on UE4 and learned from the previous UDK project that 'simple' uv2 unwrap is not going to give any good (even though will finish unwrapped it faster but the amount of headache looking at nasty light baking...it's just not worth it...), so I google for a way to do a uv grid snap…