I disabled and enabled static lighting in project settings before but never had problems. However today when i did the same my whole scene is so bright. No matter what i adjust it wont change back to normal lighting. I tried baking all lights and it still doesnt work, tried dynamic lighting and nope still doesnt work.…
Not that long ago there was a thread going about a bit of creative writing that one of the members were working on, and the idea of a creative writing sub-forum sprang up. Not much was said about it at the time, but I think it could be a fun additon to the community here which could result in - quoting crazyfingers - "all…
Ever since I turned off bcastdynamicshadows on the terrain my interiors and posters(decals custom images) are very very dark. I then copied and pasted a postprocess from another map which lit up the inside a bit but it's still not like it used to be. I'm using a dominant light Decals inside house…
Yeah, another way is to have someone play 4 for a little while ... then select the same characters and have a round or two in 3. The matches are just more fun somehow. 'Woah it really does feel like another game altogether!', thats what my friend said to me hehe. Anyways, not trying to spoil any good SSF4 moments for…
Hello, this is my first post here (dunno when this is gonna show up... heh.. anyway). I figured I'd like to try taking my hand at this workshop while I'm trying to find some work. I haven't done much formal modeling so this thing is probably going to wind up fairly simple, but I like the concept. Looking at bitmap's…
Max be buggin' on me ass =(¨ For some reason whenever I have more then two textures activated in my material, max kills my normal map... more or less. Its still there, its just very very weak. Scanline renders it correct tho. Now everythings fine and dandy with two textures, be it normal/spec or say normal/dif no matter,…
I've had a lot of my play lately, hadn't hadtime to get back to this. Oh and I did get your pm as I was putting this together. Yeap, seeing this layout the scope is out of the range of assets created. To keep things short, you've got a big ass room and not enough art to fill it. It's fun to dream about huge team maps, but…
Right, So... your door is going to look a whole better if you just bumped out the geo, (made a low poly for it) you get betting lighting, and its not going to fall apart if you get too close to it, (I know its fan art). I use parallax occlusion mapping on everything- no you shouldn't. Just on flat tiled textures. the…
OK guys, heres all the details you asked for:- -I'm using Max 2011 -The model is fairly low poly. It only has 586 polygons. -The only modifiers (apart from editpoly) are two "Unwrap UVW's". One for the texture map, and one for the lightmap. -The model was all one object from the beginning. I started off with a tube object,…
This is entirely dependant on the individual. Just as there are those who have a natural talent for 2D work but can't hardly manage to wrap their heads around 3D, are there tons of 3D artists who find themselves eternally frustrated by an inability to work up so much as a passable scribble. It all depends on what level…