Finished the lowpoly, and as expected it's embarrassingly high poly for a prop but I suppose that's what I get for making something with so many damn cylinders. As you can see, I'm having mad lightmap problems on this thing in UDK, (despite having no overlapping UVs, a high lightmap res, and lightmass set to production…
saija, you're scene is looking fantastic right now. One thing I think can really make it pop concept wise is to add spots of color such as colored lights or directional/descriptive signs along the walls. Some red and blue strip signs would look great. Also add some more variation in your contrast, not everything has to be…
@ ZacD oh ok I thought it was like, either the UV's had to be flush against the edges or it would mess up. The seam issues aren't THAT bad now that I've done a few more lighting builds. As you can see the upper wall looks fairly continuous even tho it's a modular plane. The main issue is where the shorter horizontal piece…
A few years back we used Flatiron for Gotham City Imposters. Using Flatiron for us was mission critical as our internal engine had no lightmap support of any kind, and overall Flatiron did a fantastic job enabling us to unwrap entire levels and bake directional lightmaps and shadowmaps with Mental Ray. Also have to mention…
silo has a awesome learning curve,- in fact I modify many shortcuts in 3dsmax towards the ones from silo - because they just make sense and are well thought. Modo is some great parts,- like the tool pipeline (similar to the macro recording in max), the uv editor wich is one of the best from the bigger packages (except…
I just recently got into silo... I am a max user but I love this thing. I feel like I am floating on air when i use it. You can use any software to make what you want. that being said silo makes it pretty easy. I am a proficient user of lightwave but to use it for game dev would make my colleagues sad. God Damn lightwave…
Still a problem with Instances though, each one should get its own piece of the lightmap, but instances each get the same UV. Same problem there with vertex color. Laying out a level is best done in-game, you learn so many things that way. Totally worth your time if you want to do enviro art. Actually I'd say it's…
Hey all, So I'm checking out 3DCoats projection painting, and I'm getting some patchy mess on my mesh once I'm done editing inside Photoshop. Example: Notice the bits on the cheek and nose. I'm currently doing this; Click 'Edit Proj in Ext. Editor' > Paint a bit in Photoshop (CS4) > Save file in PS, swith back to 3DCoat >…
Hey everyone, I searched for the answer to this on here but couldn't find it, so - new thread! I was wondering when you build a modular set within maya and you create something - for example an apartment building, you build it with the modular pieces in maya, then you want to import it into UDK. Do you have to rebuild the…
@JordanN I am already using a lightmass importance volume. I'd rather not go overboard with the lightmass settings. I'm looking for what's causing the issue and a more realistic solution than going crazy with the settings. Even increasing the lightmap resolution was only intended as a way to determine what was causing the…