worked on the environment: (might re arrange a few things later) and some shader experiments with a lightmap: will start texturing the environment later this week and hopefully finish everything off early next week.
Yeah but making your terrain model in an external package isn't really efficient. You'll have to go back and forth for every tweak, there's no dynamic tesselation and culling, and worst of all: there are no split lightmaps...
google - Unreal engine modular meshes lightmap seams. I think now its really orange and maybe you would want more gi from the skylight and less from the sunlight.
just be aware with UDK, that anything you plug into their specular, defaults back to blinn-phong, and diffuse defaults to lambert. if you use custom lighting, you can't use their lightmapping tools or anything.
Do you have pics to show how much difference you're looking at? I've made many lightbakes with generally no issues. It can tend to highlight facets if the high poly isn't that high.
And heres the final with Diffuse,Spec and Normal it has a lightmap as well but i kept if off for show purposes. Im considering making an old gas station environment and making a few other things.
.obj or something like that would be nice for those who can't afford ficking max or lightwave. I hate these properiatory file formats Please quit using them for anything but internal use.
I was 13, just getting into modeling in lightwave and uv mapping in q2 modeler and making some HORRIBLE dragon ball z models IIRC and posting them on the q2ppm boards. Good times.
Hello guys im clicking all the interface around the lightcap slot in zbrush, to create a RIM Light. A background light for my character. Until now, i dont know how to make a light behind my character. zbrush r7
haha, no wonder more people don't use Turtle if it's $1500 per license... that kinda prices it out of anything other than a studio who do a lot of lightmap baking's budget.