actually, oniram showed me a cooltrick by using scanline with light tracer(default settings). under the render setup you set filter to catmul-rom and enable global supersampling with hammersley at 1.0 quality. then set you apply a white material to the high poly and boom, eliminates the wierd AO errors with floating…
[ QUOTE ] lol... well i wouldn't say its good or bad, it certainly works well for them. but it just goes to show that there are many different ways of doing things and its not all about normal maps. [/ QUOTE ] To elaborate on what you said, I ve seen a convention on next gen shader techniques (Farcry 2)and there are two…
Yes. Yes. They can even be painted in 2d, using photoshop/ndo or crazybump. Or you generate one "bolt normal map" from a real mesh and duplicate it on your global bake in photoshop. You probably don't have to make all the bolts in 3d.
I'm currently looking for a replacement jaw :poly121: Seriously this is insane, this looks so real ! I whish someone could soon put a good UE4 tutorial about interior lighting, global illumination and all that stuff. Lighting is really my weakest point ...
yes very nice all around, i agree with lxenonl about the lighting at the foreground. it seems to be there but not so effective. Also i would suggest reducing the amount of highlights painted along the ship's metal edges, there's really no need to and it just contradicts the global lighting.
Also if you hold down your tool hotkeys (ie w for move) and the left mouse button you get the tool's options as a hotbox. Super useful for switching your move modes from global to local to custom axis without navigating menus.
Really really cool work ! Just a thing come to my mind. Shadows/light feels to me a lot contrasted. With such warm material global illu should be more warm (orange tone). It is just a feeling ahah. Maybe it is an artistic choice. By the way, cool carpentry :)
"PACK 2 – July / August: Space Switching, Re-targeting, Cameras, Global IK Solving" ♥♥♥♥♥♥ I love each packs of course, but this one even more ! Can't wait to test these out ;) Big up to the dev team, your work on Akeytsu is just incredible ♥
As ZACD said, Polycount is more focused on game art then Raytraced realistic rendering. Though, 'm going to help you a bit here: For your materials, use the physcally based material of mental ray ( mia materials) Lighting: Add some final gather (or global illumination) for more grounded results. Use linear clorspace…