I've used Vray for rendering lightmaps then imported them into Unity. I use Mantra for rendering sprite sheets used as vfx elements in Unity and Unreal. I've also used Blender Cycles to render sprite sheets.
You are right, I was ultimately thinking about previous alias products that originated the ui of maya... So it's safe to say that they are all dinosaurs except for modo? :) We don't how much of lightwave was "stolen" into modo too.
I still use the highpoly, kill polygons, then connect the dots method from Lightwave, its the biggest secret in the game art community. but thats only when i can't build stuff straight out of triangles.
Sean thanks for the ideas, got me thinking a bit. Vig, I forgot to mention, that the plan is also to bake the light map and use it in game. Will the rendered glowing effects render onto a lightmap as well? Thanks for the suggestions,
Could you possibly give us a quick run down of how you painted your materials onto the terrain geo object? also i'm guessing the terrain geo has a lightmap on it - if so what size is it?
Thanks Vig Alright Sweet! I will go back and change that here is a quick update I textured it some baked a lightmap on there and have a AO map hopefully it will bring out the surfaces I sculpted in Z brush.
way too dark, try increasing the bouncelight intensity and increase the number of bounces to maby 3 when baking the lightmaps. or you could add some pure atmospheric ,low intensity lightsources to get the blacks outa there.
I like it, except for the lights:P They are all over and don't really add in a positive way unless you want the colors all over. The orange ones look good, the red is...red and the green looks like candy.
Got any tips on the lighting? I think that's one of my weakest points. Any tutorials or reference pages that would be a good start? Eg. how do I get lightmap information and realtime shadows into the scene?
It is decent, but if I am not mistaken lightmap isn't affected by the borders in Unreal, I believe that's what I read on their site - and I cannot get the layout to ignore the border overlapping, so it creates spaces around the border.