Hey guys, I was wondering if anyone could quickly shed some light (hehe) on how they achieve the GI lighting look in games like MK8? Example below. http://3ebd2a0c0ea48a333aea-1f531def8e8befb67be56667ce3edd11.r77.cf1.rackcdn.com/147fd8fb8d90e36af0d2cff06ac32bfb7dc4005c.jpg__620x349_q85_crop_upscale.jpg Would this just be…
Have you loaded up any game engines, and looked at all the content that comes with them? Unreal and Unity for example come with a ton of internally-created game demos, of all sorts. Assets, logic, etc. all included for modding. What of these have you evaluated so far? For example:…
To be honest I'd would optimise the car geometry some more as I see wasted polys, good example where the front number plate is, the edgeloop running up from the middle of the front arches, which then terminates at the bonnet where it seems you've collapsed 2 edgeloops already. This is just an example, plus is the limit set…
Here's another example. http://ericchadwick.com/img/mmo_worldbuilding.html#volcanicbeach It was done for a custom engine, but certainly the same ideas could be replicated in other game engines. One of our graphics programmers wrote the sky system, which rendered four layers of meshes in one pass. I could only use one light…
Its good to optimize meshes regardless. In next gen games, the poly count doesn't matter as much, especially for "star" pieces like for example the main character.However for a fountain, that's not a star piece, so try and keep it lower. I will post again with a picture what I think would be good for geo divisions. But…
yeah i know this example and plenty of others, still i have yet to see one example that shows a real good jeans with its thick and stiff wrinkles. In most cases this "good enough" cloth works, for sure, especially with properly asigned shaders, still the wrinkle behavior often feels like "some cloth" not like "oh yeah…
Looks like flat-shaded look, meaning the textures aren't getting any lighting info at all. On the first example you posted, there's a material node multiplying the textures and should look fine. On your second example, you can see how the material node isn't connected to the whole node setup. Add a mix node with multiply…
The cables and computers are what stand out to me, as I've seen my fair share of messy cables. The cables dont feel like they have any weight, I think they would sag more when theyre hanging from the table Same here, cables usually hang almost straight down unless theyre strung tight. Example Another thing is that most…
Woah just caught this thread again after missing the subscription mail I got for it. Thanks so much to all of you for the replies. Your example is great cheers Eric, and thanks Sam, hearing it from the man himself was a great help! I'll probably drop some progress shots in my P&P thread when I get onto it and hopefully…
yes with maxscript you can for example hide the render window and for example render only sections. I am not 100% if that section or crop rendering works with the RTT mode as well but it would be worth checking out. With that you could bake separate patches of the final bake and stitch them together in photoshop. That way…