Hey dude! thank you so much for the guidance, those two links you posted are blowing my mind right now. I had seen something about color values on a lighting tutorial but for some reason it didnt sink in. I have been struggling alot with the darkness of the scene since i started the project and had basically accepted that…
>Don't be that sheep, please. Don't be that guy who calls people sheep when they don't share your view of the political process. I'll have a conversation with you but deliberate attempts to be smarmy are unnecessary. >The media is going to do it's best to make you believe these guys are the same person. I haven't seen the…
Hmmm, so my biggest gripe is actually with the design. It has so many colour and contrast changes on each element that it makes the forms hard to read overall. I made a paint over to show what colour scheme I would go with, but it's a pretty big change, so you can disregard it if you want :) Just for fun in this pic I also…
Thanks for the info! I'll be sure to make some of those modifications also, it might just work... I haven't tried it but there is possibly one more hoop people need to jump through, it popped up in the thread I linked to earlier. http://www.polycount.com/forum/showthread.php?t=93063 I haven't tried it yet on the globe, I…
Third one is my fav too, i may try other colors later. I've done some thumbnails, looking to work with her portal but i end up cutting her in two each time :( 1 : she's racing with other champ in smthg like a digital tube. 2 : Laying on her portal watching smthg 3 : upper half is enjoying itself while lower half is hitting…
Hey all, back with an update. This week, I textured two more assets, the upper light fixture and the stretchers, and also added some placeholder cadavers I sculpted. I plan to work into these sculpts more later, but my next task for now is finishing the props in the scene. I have also yet to prototype the creature I want…
Cool concept, i'm definitely into it - it seems to me you are taking some artsitic liberties with the size of the fire hydrant head, they are fairly large objects and this seems a little too small. The weight of the weapon is also off balance since a railway spike plus a large chunk of iron (the fire hydrant) would weigh…
Looks great, nice material and light setup. The whole grenade looks very chubby but I dont really understand the top row of bumps, I dont think they would add much to the fragmentation since theyre separated from the explosives. I really like the bent-metal handle, looks very industrial. Its a bit hard to tell what the…
No idea how instances work in 3ds max but I would guess you don't need to delete the modifier; uv's will be mirrored/instanced/whatever as well. Try it out. Keep in mind that mirroring saves texture space (which is generally a really good idea) but also increases vert count (slightly, because more uv seams = more vert…
Well, texel density you say. It's a part when I always get stuck in UE4, I need learn more about it I think ... tomorrow I will try to work on it. Maybe you have right and texel density is key for my problem. @edit Ok, so far, so good. After changing lightmap resolution to much higher it looks better now. Thanks for help.…