A quick and most likely final update from me in regards to this scene. Textures and marmoset viewer breakdown for the 1402 card reader and the Selectric typewriter are available in my artstation profile: https://www.artstation.com/artwork/J3k3D I will try to highlight some things I did for my scenes that might not be…
Hey fearian, It's an old Source scene I started on actually, I wanted to play around some with exaggerating color bounce a bit. I found a small app that could up the diffuse influence on the lightmap. So essentially you can drag and drop a .vtf to the program and multiply preferred RGB value to have the surface affect the…
Um. So you have a bunch of modular pieces that share the same textures, and you want to add ambient occlusion to that? You... can't, generally. It'd be best to turn the AO on in your Beast lightmap bake settings, and let the AO get baked into your lightmap. If you want them baked into your diffuse texture or something, it…
@Ashervisalis @Aeseeberg04 Thanks for your comments! I agree about the floor storage containers, I'll work on getting those lower profile to the floor. As for the wires, I completely agree with you, they look way to chunky now that I am starring at them... I'll work on slimming those out and making them more taught! In…
I saw it done very nicely in a Lightwave DVD some time ago. http://www.thegnomonworkshop.com/store/product/339/The-Secrets-of-Organic-Modeling It seems like Lightwave has a very simple tool letting one add geometry just where needed. Iirc it wasnt something max has, but it was easy to replicate (forgot the exact topology).…
Ok, made new model with all the stuff I learned so far. I exported the object into the UDK and it seems fine. Only problem is that I had to up the lightmap resolution to 256 in order to get rid of the shadow problems. Is 256 sized lightmap too big for model of this size? Also a question about collision model. What is the…
cant spot your seam problem either. well your lightmaps seam a bbit blurry and smuddged in some areas. but I guess if you put textured materials on it will look fine. especially for a more noise scene with a -I suppose- more dirty look. but as ZacD said you might crank up your resolution. maybe only for final presentation.…
Few things I see off the top of my head. The web build...looks like there is some hardcore aliasing...I think that by default, even the highest project setting uses a low amount of anti aliasing..so crank that up. Also, it looks like in viewport, your getting some nice soft shadows on the floor from those blocks, but not…
Sad to hear it Paskie, he's looking cool. Keep workin on him. @Tvidotto. Sponsors sounds cool. I bought a set in the store also to give away this month... I can send to you or just send to winner myself. Markovnikov, it's looking pretty good, cool to see it in game.I think I have the final color done, gonna check in game…
unfortunately all my lightmaps have been reset (I think from added additional geo to meshes) and the auto generated ones in UE4 were messed up so this picture has inaccurate lighting to where I'm currently at but here it is anyway. Added leaves on the trees, painted them on in Max. Made some minor lighting changes to…