I am currently having this issue where the lighting leaks at the edges of the BSP meshes. It is only happening while using the movable directional light. When I bake the lighting using the static lighting it works well. Here is the image: Anyone knows what might be causing the issue? EDIT: I think I got it. It is GI…
quick paintover to illustrate what people are saying with the backgrounds (plus a really quick color job on the main character to help him stand out a little). Basically what I did there was to light up only the platform bits, so the player knows where to go. If there's a switch in the area, you can use lighting such that…
Are you rendering in 3d studio max? You might want to try either marmoset toolbag 2 or an actual game engine like Unreal Engine 4 if you plan on having all your props come together in an environment. Foilage (at least for me) really just comes down to finding the right shapes of planes that can mimic the sort of pattern…
That would be one of my biggest gripes! With all the ambient light Beast pushes around, you lose those night hot spots on metal and other specular surfaces. Yea, as Don said, we have a about ~70 pc's on the job baking lightmaps. But sharing that farm w/ other level artists and programmers sucks. Even then, waiting 10-15…
I'm about to go to a late lunch right now, but if I have time when I get back, I'll write ya a mini-tut on it on using advanced lighting override materials, and radiosity.
I found this article pretty informative, about how to spot AI fakes, and whether it's ultimately a losing battle (or not!). https://www.science.org/content/article/deepfakes-are-everywhere-godfather-digital-forensics-fighting-back One thing I found a little bit annoying was their reliance on perspective lines to help…
The silhouette looks good. I think you have the right idea about reducing the poly density of the jewels and feathers (especially if you use transparency to define the edge of the feathers). I you really want to go for a tight poly budget, you could probably remove some edges from the circumference of the chain links and…
Any feedback is good and appreciated. You are right that by cranking out the fog and filling the whole place with snow I shifted the focus, in this project I'm in charge of the particle simulations and the effects, I might have overdone it a bit but this screenshot is from the Alpha version, I think once those buildings…