@ Tumerboy, Sage , CarloC, Quakimbo, and EricV Thanks for the responses guys. Didn't want to post again till i had something more solid. I have a lightmap rendered out but still messing with trying to get it to look right in max. Suppose I could just use plain AO though too. I'd rather lightmap it for my folio though.…
[ QUOTE ] I've got a decent one posted on my web site here: http://www.bencloward.com/shaders_NormalMapSpecular3lights.shtml This version does diffuse and specular and normal mapping and supports three point lights. On that page you can grab the version that supports transparency, or the non-transparent version. Is that…
OZCentral Entertainment is currently hiring several Artists for a project that is set to begin in late August. It is a 3d Cel-Shaded, feature length Anime. Positions Available 4 x 3d Artists We prefer knowledge of 3dsmax or Lightwave, and Artists must be able to model and texture both characters and environments. Time will…
Hello. We're currently searching for 2 or 3 freelance character modelers with a good understanding of poly flow. We'd like to keep the base mesh poly counts relatively low, ranging from 9K and up; from there, zbrush or mudbox could be used to create layers of additional detail to be applied using normal maps. We're going…
Hello, I am totally new to Unreal and I wanted to understand how to actually model for make use of the best rendering possibilities in the game , I have checked some tutorials and they talk about lightmaps, but in order to make use of those I have not understand how. Many of my models use shared textures and tiled…
Hey all! This will be my first post here and I really hope someone can help me out. I've been following various tutorials about getting your UV's and lightmap UV's from 3ds to UDK and I can't understand what im doing wrong. Here is my UV Channel 1 in 3ds: And here is the Channel 2 lightmap UV: Nothing is inverted or…
Hey all been posting after long here. So couple of things first the work is done purely as part of learning Unity lighting so assets are not mine. Well I cleaned some meshes and made some UV for light. Original scene is from Archinteriors vol4. Only thing I would complain about is the lack of SSR (screen space reflections)…
I meant compared to the animated version which was iconic and resonated with a larger audience across the world. If you are comparing revenue, the animated version had a budget of $40 million with box office of $235 million. Adjusted for inflation, that would come to, 80 million budget and 503 million box office. Its way…
i tryed many different ways to light the scene. i wanted a realtime solution but there was really no way without loosing quality. no reflection probes and no emissive lighting without lightmaps. there i s a trick for realtime emissive lighting but it is e experimental feature an it looks like this. so i decided to…
Thanks for the recent comments and critiques all. I dusted it up a bit and threw it into UDK. I always have a terrible time lighting in th engine. he terrain lightmaps resolution is overridden and set to 62. So i'll for sure have to bump that up a bit more to get some nicer shadows on the ground. And I have a second UV…