Yes I think baked lighting with one or two bounces is key if you want your game to look next gen and different than what is currently out there. I think we are going to see developers drop normal mapped shiny town for realistic baked lighting on environments in the near future. Only draw back is the second normalized uv…
Hey guys Got a hardware problem it seems.... I have a Duel BootSystem with Windows98SE and Windows2000,Basically we increased the RAM from 512 to 1024MB and Windows 2000 works fine,but Windows98SE is refusing to boot up properly . Is Windows98SE having problems reconising the new ram or could this be another problem?…
Hi :) During the last month, I started working on my first full environment as a side-project and figured it would be a good time to start posting my progress to get feedbacks and review what I've done (it's a good way to stay motivated). My goal was to learn Unreal engine and try to gather in a single art piece everything…
you could start by organizing the parts by region, by asking: "which of these objects are Locally owned by the library vs which of these objects are Global to Pandaria?" some textures always go together, like the parts of the pillar and the bookshelf, so they should be on the same sheet. the hand rail is made from similar…
Hi John, It's not that it's bad, you clearly understand the relationships between different types of materials and how to make them work together. What IS missing however is context in what you're trying to make; or rather, you're not attempting to tell a story with your textures aside from "Hey! This is some dirty…
thanks theonewhoknocks I can see what you mean by having the textures without any variation. I textured most of these props using DDO and the rest with just Photoshop. All my props are done in 2048 x 2048. I will sometimes combine props into 1 UV map. That may be the reason why you say they look low res. I'm not sure if it…
Update; started applying force to props that should fall over, massive visual improvement from having to tilt the props far enough so that they'd fall over when gravity was activated. It might have given me more control over the fall, but the still objects looked weird in their pre-fall weightless rotations/positions. The…
Hey guys. I was working on a character a while ago and left it for a while. I intended to create two Lambert materials for the characters' texture - one for his props and another for his body. I had already mapped and textured the props which is the last thing I did before leaving it to do some other work, but when I came…
Hi all, I'm a 3D artist currently seeking work. I've worked with studios like Sony, Mind Candy and Future Games of London, as well as a few indie studios. I am now looking for work with more developers. Unfortunately my work from Sony is under NDA, but some of my previous work can be viewed at:…
Hello! These are the living quarters on board the spacecraft. The level will consist of three bedrooms with bunk beds, a general toilet combined with a shower, and a corridor. Since this is a modular environment, I started by creating a level map out of cubes representing individual modules. The next step was to create…