Hmm, never used one of those before. I watched a Youtube video on it and tried setting it up, but it seemed like it only darkened the shadows just slightly. Couldn't I do that in the Time of Day settings? I think since this level is primarily lit by the sun(the big open spaces between the beams are glass, just haven't…
What anger you are talking about? Houdini doesn't have anything common with this. I'm looking from perspective of companies that have to deal with more than just Windows based stuff. So Max is no go for them, no matter which way you look at it or how many game companies are using it. And what extend it is? I know about…
My workflow was: Level blockout --> Max --> Kitbash stuff to get some neat shapes --> End up deleting half of it --> Get level geometry I'm happy with and toss it in engine --> Make tiling textures and chopping the geometry up into smaller seperate meshes as I go. --> Lighting --> Decals, lots of decals, and that's where I…
I would recommend trying to break the scene up into obviously tiling textures, things such as the floor, walls and so on. Then also create a second set of trim textures you can reuse on certain pieces. You can also make some hero assets that have a bit more character to them. Decal's can also be helpful in creating variety…
Hi all! I'd just have to make sure that when you put a normal texture and an alpha, the base albedo is transparent, that it takes on the color underneath, because even if I deactivate the albedo, the color remains white. I just want make Deffered decal like in Unreal... Is there any way around this? Original thread is…
@WhiteEagle - Thanks, the textures are 90% photo sourced, with many different layers. There's some painting involved but it's mostly just to clean up the textures used. @Chris - Cheers, yeah good idea about weathering the rock levels, sometimes you forget the more subtle details when dealing with the whole picture. I'll…
Thanks :) I can't test on mobile but i think it should work, the polycount is not that high and multiple models have LOD. I do use Atlas yes, the entire scene use 3 atlases, there is a separate material for floor as it was suppose to be usable for terrain. Everything was done in Substance Designer so there is a few…
Okay, I've made a shader in ShaderFX and now 3DS Max can do what I wanted. Download the shader here: http://www.filedropper.com/3dmaxvertexcolor-shaderfx Here is what I see in 3DS Max: And here is what Unity3D shows with the shader I've talked about in my previous post: So everything is okay somehow. Two Important…
Like what's been said before, that decal on the right side always sucks my eyes right into it;, I don't think that's what you're intending as your focal point though. I think it's because the decal is at such a high contrast to everything around it, and because we recognize the letter "A" in it, so of course our natural…
@Shuaws I am curious how other users are going to built it too. considering CIG made this environment very poly heavy and used tileable textures that is probably how I am going to approach it. I noticed they do stuff like make individual panels for the wall sections which have chamfered edges on the LP :| I would typically…