I've been using my laptop as a desktop replacement/substitute for a while because of travelling requirements. Check the design - ones that have a NVidia Fireplace 9000 or above 2mm under your left palm can be tricky to deal with, and painful if you leave metal things near the exhausts for too long. Heating is a pretty big…
And so I continued adding all the assets with the following row: Ceiling lights: First one is the kitchen light and the second one is a ceiling light for the hall and for the bedroom / balcony. I used a blueprint in UE4 so I can make changes on it easier. The next models that I made were mostly furniture assets like the…
Here's a quick update. I changed the blockout quite a bit based on the feedback I got and finally put my assets into unity. Those are still WIP textures, lighting isn't finished obviously and the lightmap is very low resolution for preview. But I think it represents the overall mood I'm going for.…
@Patrick Cundiff Hey there! Actually these were mainly modeled in Maya. I did really fast Zbrush sculpts to block out shapes because we weren't really using normal maps then I retopologized the pieces in Topogun 2 and did final tweaks and proportion work, uving etc in Maya. I took them into 3D Coat after that, I hadn't…
Well the issue is i had darker version and the problem was you barely could see anything. I had to decide whether I want it be more dark and you can't really see anything, or over bright and make it brighter, but at least you can see what is going on. I will try to tune it down, but I'm not sure it will work well though. I…
Skel/Interp actor use an Environment Light (visible in the properties of the actor), this a sort of cubemap that merge all the incoming lighting and compute the dynamic lighting on the object. Static meshes don't have these env light, also static meshes are good for props, not for character because lightmap are not…
Whether a game engine can make AAA games shouldn't even matter if you aren't a AAA studio. AAA content = $$$ to produce. From hanging around the indie community, it looks like Unreal & Cryengine have almost no foothold. Unity is the most popular 3D engine but 2D games make up a bigger chunk because it's cheaper and easier…
We do this because Unreal lets you plug in a Texture Coordinate and tile that generic dirt texture how you like. So basically you could have your dirt and wall textures for a wall texture tiled at 1.0, and that alpha mask texture will tile at .5 (or any value you like, can be .1) and as such, break your tiling even more…
when I bake my AO's i set my rays to 500 for highquality, i don't know what my samples is, i think i left those at default. That way you don't get that puffyness in the flat shaded areas. I'm also using the light tracer method. That probably won't solve the issues you have, but thought I'd just throw that tip out.…
[ QUOTE ] in game engines smoothing groups are cuts so, cut your model, where you want 2 sm groops and make all to smgroup 1 its just that easy n8 [/ QUOTE ]"cut"? What are you referring to as a "cut"? As mentioned above I am 'cutting' the mesh by splitting vertices (and thus faces) apart, that doesn't work in the *unreal…