EricElwell Thank you my good sir! I visited your artsation, what wonders you create! When you say separate the tree and the cliff, as well as the pass through under the house, by bringing up the value, you mean add some lighter value on the bg element to strengthen the contrast between FG and BG right? I'm googling…
I agree with commander_keen, don't use GI/FG to light scenes that are classed as game scenes because your scenes won't look as good when you get them in a game engine. If you still want to do this, you could render the alpha mapped stuff as a separate pass using the standard maya software render to keep render times down,…
lame! although he's talking about 7 there, where he does a workaround because mental ray is needed for the AO bake. Since AO bake works fine in transfer maps in 8.5, I wonder if they have added support and I'm doing it wrong? edit: by the way I did manage to light a scene with an image without using IBL, I plugged an image…
mia_materials have a lot more support for indirect lighting options (actual GI bounce with backface culling, additional light source, GI/FG overides, etc). have you messed with these in conjunction with the mia_light_surface texture? i put up the architectural shader guide on my drop box. read through that on the indirect…
Works for me if I add Box() to the end of the script. It doesn't work with creating primitives in the viewport. You can try using NodeEventCallback and use the delay parameter. The only problem is that if another node is added before the unwrap is created it won't add the unwrap to the previous node. if callbackItem !=…
Its a combination of terrain and backdrop. If i recall correctly those two humps there are in the actual terrain. The big mountain behind it is a mesh with a mountain-texture applied to it. We then sculpted the mesh to match the texture as far as volume and form went. Match up the lighting to fit and voila. We dont use any…
I am excited for this :) I'm a huge DICE fan. It's interesting that they have removed all of the colours from the HUD and scaled it back to be more like the Bad Company games. Moving on from BF3 and looking at how the campaign is for BF4, I think they missed a trick in trying to make the SP experience even more immersive.…
I don't have much faith in my texturing skill, so thanks for the compliment regarding that! High poly made in Maya then ZBrush, retopo'd in Maya, textured in Substance Painter. It was my first time retopologizing and using substance, so it was quite a learning curve. Because of this I was being a bit weary of adding too…
It's about the size of a cellphone, I've seen them at the GC Leipzig. Yeah it's rather pointless. Yet another GBA for 100$/€ without any interesting new features. A camera wouldn't have worked (where would you place the lens apparatus? Unlike a cellphone the GBA has that freaking huge GBA port). They could have tried to…
[ QUOTE ] Gear This is my attampt at High Dynamic Range render using Mental Ray and Final Gather with Raytrace and I seem to like it though the shadow fall off seems blurred. [/ QUOTE ] The blur shadow actually looks pretty good to me. That's exactly the kind of shadow you get with big, non-directional light source. By the…