So, I'm having this same problem right now with some trees. Here's my process. -Tree trunk unwrapped on first MAT Channel -Leaf planes unwrapped on second MAT Channel -Apply Multi-SO for each material -Nothing overlapping for lightmap on Map Channel 2 (via Flatten and various different custom unwraps) -Export as .ASE with…
Using environment probes ( http://freesdk.crydev.net/display/SDKDOC2/Environment+Probes ) with Light Boxes and Light Shapes ( http://freesdk.crydev.net/display/SDKDOC2/Light+Boxes+and+Light+Areas) ) is a good way to get nice interior lighting. It can add a good directional feel and look to the lighting. For faking bounced…
What made me feel like crap: Wanting to say, what i want to say & the rest of "you" preventing me, you as in website "mods" & the like because reading the truth (or you claim my truth) will ruin your day if other people get to read it, they might agree. Wanting to say a lot of you claim to be adults & show a lack of spinal…
Disney Interactive Media Group (DIMG) is a segment of The Walt Disney Company (NYSE: DIS) responsible for the creation and delivery of Disney branded interactive entertainment and informational content across multiple platforms including online, mobile and video game consoles around the globe. DIMG core businesses include…
My question stems mostly from creating a light map. I know that when you make a light map, that it has to be on a second UV channel and if the object that is being UV'd has overlapping UVs on the first UV channel, then you need to make the second UV channel have different UVs that are non overlapping. But, what I don't…
Hey all! I tried searching for an answer to this on google, but nothing relevant seems to come up. Basically I'm working with a scene that has quite a few different lighting sources in it which look great when I render, but when I'm working in max, there's all sorts of shadows that prevent me from seeing my geometry…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
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It would likely distort the UVs a bit, but if you have some headroom there, moving back the lower jaw origin/joint would help a lot. Right now, it seems to sit below or even in front of the eye while it should be a good bit behind it. See your references (the blue dragon at the top left might be a bit hard to read, but the…