wow thank you a lot for these fast answers ! To solve my Blender issues, i think i will go onto Zbrush :P . Looking a lot of Zbrush tutorial right now and it seems it got all the tools to solve my problems aka averaging the low poly and uv before baking normal maps and even baking lightmap via projection master. About the…
Thanks Alex, yes i´m also love with the game. * For this scene i did the blockout in Maya, always updating it unreal and trying out some lights early. This was my first real attempt on working with unreal and lightning so it was a lot of try and error. But i use Maya to build the level (like Naughty Dog and Ready at Dawn…
@cmtanko: Thanks The light on the stairs is a directional light. Have you got a lightmass importance volume set up? This will improve any shadows baked in UDK and makes baking the lights quicker Re your questions/probs #I am getting harsh lighting in the inside room too[how did it went inside, does that mean I have hole or…
Thanks for the suggestions, I will increase my lightmass settings and see if that helps. The previous screengrabs were built on High settings Light quality. I have tried production quality and the result was better indirect and smoother lightmaps, but the black edges have remained and even became more prominent on some…
Hey everyone, thanks for the compliments! So it has been a while since I posted any updates to my CG falcon model but I have been working away on it, tryinf to quell the Star Wars deamons in my head that tell me to make cool Star Wars art. So I built out a bunch of the docking bay and a lot of the docking bay details. And…
Brandoom: Holy crap! Thank you so much! One of the biggest things that was bothering me was lighting and visual interest, so thanks for the paintover! I already have a door done up too, so the small amount of things to add would be rather easy. Thanks again :D As for the lightmaps, I actually do have them. The way I do it…
In the places that I have worked, there can be a lot of crossover between environment/level artists and prop artists. As Rick so eloquently put it, there is a huge amount of variation on polycount and texture limitations, depending on the hardware that you are developing for, and the type of game that it is. For games that…
i encounter similar issue (not exact). Reading on this forum for almost a year i have found 3 major areas where beginers mess up when working with UDK. 1. UV mapping 2.Lighting 3.Modelling/Smooth groups UV mapping : IF you are using small UV shells overlaid on top of each other make sure they are not inverted, as normal…
Like others have said, UE4 offers GI or some minor form of it I thought? As for baking lightmaps, you absolutely do not need to in UE4 (but is it really that big of a deal? Seriously? It should not take thaaaaaaat long to bake a lightmap, if it does, there is something else going on here). In the limited experience I have…
First off, I wouldn't say that animated meshes should be one element. This is more true for character meshes, but even that isn't a general rule. For animated environment props and weapons, having a multi-element mesh is a very good idea. Floating geometry involving mechanical animation is optimal (especially from an…