Hi there, I just got myself my first job in the industry and I was wondering how much they pay a 3d environment artist working on UE3. During the interview I was asked if I had an idea of how much I should be payed. Having no experience what so ever in the industry, I just replied between 1k to 2k euros as a junior 3d…
Very nice. If you don't mind here are some comments: If this is a mine, maybe show some zig-zagging hewn in structures and walkways. How did they get up and down there? So far I don't see evidence of that. Some type of lowering/raising cart do-hickey, a primitive arm crane or something. Walkways going between the cliff…
The difference is that some baking apps split the rays according to the hardness of the lowpoly model, and some don't. Xnormal will require you to use a cage if you need rays to not miss anything if your low has hard edges, whereas Toolbag3 for instance will cast rays continuously regardless of the edges of the low being…
You need to setup a cage to limit the rays. To enable the option it's not enough. To setup a cage you have 3 options: 1. If you use 3dsmax, place a Projection modifier over your Edit Mesh(does not work with Edit polys) lowpoly. Extrude the cage until it covers completely the highpoly model and move some vertices if it's…
Minor update on the fins and shells furballs. It's likely the last one before I wrap up the hair cards system because I'm getting way too sidetracked. They're so fun! I really like the look of the fur, it's so fluffy I want to pet it. I managed to further improve their look, but they still have the obvious fins and shells…
Am I missing something or do you not have a high poly version of the CASE, only the grate? If there's no high poly case there's nothing for the rays to hit so it shows a ray miss. The map looks correct to me. If you want the low poly to block rays, you can check Include Working Model in the Projection Options.
most likely your ray depth setting are to low. so looking from that low angle the rays have to pass trough a lot more transparent planes compared to the raised viewpoint. make sure to adjust those settings accordingly. and don´t forget to raise the "total" as well. https://docs.arnoldrenderer.com/display/A5AFMUG/Ray+Depth
I always render out AO maps with 512 set for the rays. I turn on AAx2, and everything else I believe I leave default. It might be you're just not using enough rays. Increasing rays will increase the amount of time it takes to render, but you always want to try to get the cleanest AO possible.
Many thanks for the answers. I thought about toon shader too, but wasnt sure. Also thought about cel shading, but i suppose thats a bit different story, right? Can i ask you to give me a few links with some tutorials where described how to make the effects you mentioned. I tried several about toon shading, but they mostly…