Hey guys, wrote up a guide for doing point light maps in Modo. Was going to post it to polycount as part of a thread like my hair tutorial, but did it all on steam and decided to just link it here instead. http://steamcommunity.com/sharedfiles/filedetails/?id=245880776 Take a look and let me know if you've got any feedback…
I think what we might have here is the most interesting Kickstarter game project to spawn post Double-Fine Adventure. Neal Stephenson, (that's the author of the likes of Snow Crash, Cryptonomincon and perhaps most importantly, REAMDE for the less literately inclined), is heading up a studio who are developing a middleware…
Hi. I really like your scene so far. Good attention to details. The scene is recognizable after concept. The modeling stage is solid. And I like how the scene is improving. The thing that your scene is lacking is good lighting, as others have pointed out. I did a quick paintover over your first image. I hope you don't mind…
For starters, use a better image for your dome, something with some lights in it. Try painting in some bright splotches and see how things feel, or find some HDRIs that you can use. We can see in the OW image that the position of the moon isn't quite the light being cast over the scene, there's a shaft on the back wall…
Hey i just tried to follow a lot of tutorials and instrucctions but i cant solve this problem: I create a wall with 2 windows, low poly 200 tris the wall with the windows. And let me show you the problems... static mesh properties: Un the static mesh actor i already try with on/off ovveride and shadow indirect... world…
After numerous fits and starts (spent about 4 hours, multiple lives and a number of tedious server hops) trying to link up with a friend, we finally managed to meet and move north in search loot and opportunities for heroism. On this attempt we managed to navigate north without compass and raid an airfield. Moving…
Do not put textured/painted reflections or interiors on the glass. Even in racing games. It just looks bad. They have no perspective to them as you move by, and this sticks out like a sore thumb. If there are closed blinds a few inches behind the window, those can be OK in texture. The slight error in perspective is not…
Thank you. Yes windows and balconys would be a great addition. But I think it would a slight problem to add them to the interior right now. The walls that would look good with windows are in the directions of nothingness. While I would love to add some extra landscape surrounding the map, I don't feel i have the time to do…
Cool concepts, I'm not sure that background will work with this composition though. I have a very bright light source in the scene illumination from the front and a background with such strong backlighting like that might clash with it. Maybe if you have some example of this lighting I can try and copy it. Here I'm…
Right I'm back and I thank you all for your advice because back when I posted that first picture I didn't think there was much more I could have done but boy was I wrong. I've done my best to follow everyone's advice but I think the main one that was difficult to do was reducing the brown. I added more tan to the arch…