Hi all! Does anybody happen to know, how the UV map on the left side might have been generated?..that's such a tight thingy and i need something like this for a research project. Lightmap was originally rendered with some ancient(2008 )GPU assisted global illumination renderer called Parthenon..…
I'm pretty sure its the Gama/LUT because they turned that on by default one or two versions ago and it tripped everyone up. But you should also make sure that your Global Ambient Light is set to black, or near black. (Press 8 and check the "Ambient" color)
Yea you invade 2 countries, crash the global economy, propagate all kinds of unsustainable farming techniques and continually elect leaders based on who has the bigger ears and all of a sudden you're off the A list... pfft... what a way to start off a new millennium.
Yeah, i combine them all myself and make collision in Maya as opposed to letting UDK handle all that. I keep the parts separated off to the side, and then a final combined and triangulated version at global zero. It sucks, but it's a surefire way to make sure everything imports correctly.
Thx Respawn. found one at last, tho it seems rather limited useability, it is better than nothing and doing it by hand on every surface u want it applied to. Just found it weird that such a tool does not exist in the package from get go other than a global modifier.
We do use OGRE, but we developed custom shaders and production pipeline based on Maya. Everything is real-time, lighting is interactive, no global illumination tricks for now, just direct lighting and some ambient occlusion maps. And a lot of real time post processing too :)
Oh, yeah another one. Sorry for the disjointed posts, just recalling what I came across today. Facepunch Studios out of UK is recruiting globally. They accept remote people! But I'm not sure what their rep is but they're recruiting. Concept artists seem to be on top of their list.
Surely just a very minimal global blur would help ease that super sharp transition? Editing the curves like gnoop mentioned would also make most sense to manipulate the falloff. Zoom into your raw grayscale masks (whatever is being used to tessellate) and see how it falls off from white/grey to black/dark grey
How will change our workflow for this new tech revolution? I am amazed by the new Unreal V tech demo , but especially by the announce of Lumen the new global light dynamic system that promises the same fidelty of illumination of baked light in dynamic conditions... What do you think?
"Disney Interactive has laid off roughly 700 employees, according to a New York Times report. The cuts represent 26 percent of the company's global workforce." http://www.gamesindustry.biz/articles/2014-03-06-disney-interactive-lays-off-700 What even...? Do you even employment...!? What is happening to this industry!