Doing some scene lighting sketches, so i've been blocking out environments to build in unreal. The first one i'm doing is the inside of a cathedral. Here's the WIP of the blocking.
Doorway that I'm working on. Red Box is human Height. Hopefully this will be part of an unreal sceane I through together. I seem to have trouble grasping detail. I get to a certain point and my mind goes blank, feel free to critique any.
a building for a mod for the unreal 3 engine, is 3 1024 maps too many for one building? I have a 1024 map covering the entire building atm, but I need a interesting base the player can walk up to... also: sitting at ~700 tris
that looks pretty good mate, not sure about those purple pipes in the ceilling though. Is that supposed to be final? I think they stand out a bit too much. Show more stuff! wires and textures maps and whatnot. What engine are you using btw? Is that unreal?
Here are some renders of a sacrificial, ritual stone slab thingy im doing. Still a wip. I will be importing it into Unreal when I get some more free time. Don't mind the ground its just to try and break it up from the background at this point.
i recognize the map!! DM-Deck from the Unreal serie!! :poly124: but you destroyed some of the fun of the game with just showing white lines.... the shader in the game engine is so amazing for realtime rendering BTW, here is my work (not even near completion): as you see, my model is a G36C... my second model im doing in my…
Been messing around with UDK quite a bit recently, making some tech-ish environement as an excuse to learn it. It's all still very WIP at the moment, no texture work yet (just baked normals and AO to be sure they look right in unreal). It's gonna be one of those weird diagonal elevator platform type things, my main…
Here is an update on my UAZ "Jeep". I did some AO this weekend and next up is the diffuse and spec map. I was thinking about which game engine I should put it in when I'm done. I have seen that a lot of you guys use the Marmoset engine and it seems to be pretty nice. But how well dose it handle alpha and cube map? Has…
Been looking at this thread and all the work I'm seeing is awesome. @Glode - Environments looking nice, too bad you lost a bunch of your stuff. It is really dark at the moment and I'd try going in and lighting it up as right now its very hard to make out what's going on. @Neow - that's amazing man! Awesome stuff. Don't…
ericv: Thanks man...I agree totally I found this out first hand. It seems if bevel to close to the original edge the normal map has trouble interpreting which side to place to smoothness of the edge. On a lot of my edges I kept the bevel to sharp as you said and it caused some issues. As I started to finish I began to…