From what I see, like blankslate said, it appears to be an issue with the normals prior to exporting into the engine. In Maya, if you select your object and go to Display > Polygons > Face normals you will see green lines indicating the direction of the normals for those faces. The normals should be pointing directly up,…
Valandar i tried what u said, by turning of (Visible to Reflection /Refraction) and thats what it does, it wont show the box on the floor nor on the object so no nice highlight for me And yes Cubik by unchecking the (Renderable) thing it just wont render the box at all. I decided that the floor wont have any reflection, so…
thanks man, not sure if I described my problem accurately enough, I want to have a normal hi-to low poly render to texture (diffuse), but with alphad objects included in the render to texture. If you do that, the alpha areas in the diffuse are rendered black instead of whatever should be beneath.. Ive just tried rendering…
On the game I am currently working on we save 32bit .tga with alpha channel included these get converted to 8bit colour in the pipe, or 4bit if you want. I'm an environment artist though not a character artist so I could imagine the process would be quite different depending on your render engine and what pipe makes sense…
I don't think you can out of the box but with a little scripting you can create two macro's that can be hotkey'ed. I'm not sure how comfortable you are with maxscript so let me know if this seems like a bunch of gobbledygook.macroScript SoftSelFalloffPlusCategory:"MyTools"toolTip:"Soft Sel Falloff…
Hi Dane, Really liking your new changes. You're definitely headed in the right direction. A few quick critiques, It's a bit late so I will be sure to post a bunch more information tomorrow morning. 1) The statues definitely look better there. Consider pulling the rock down behind them in order to give them even more…
@D-boy - No worries dude! I'm not the most knowledgeable on the subject, but Cryengine has some great solutions to indoor light. Bare in mind that I only have a working knowledge of this stuff, so I may be VERY wrong.. :P TECHNICAL STUFF THAT MAY BE WRONG - Firstly alot of the ambient lighting is done using "vis areas" a…
Sebas, I like that you're thinking outside the box and able to come up with creative solutions, I wish more people would do that, but like Per pointed out there are some problems. That example would fall apart when baking, it will create a nightmare cage and won't capture seamlessly like per pointed out. You can get around…
you can only load a single texture at a time, unless you do multitexturing (multiple textures layered on top of each other) so to be more precise one texture a "texture unit" normally your card can access like 4-16 textures at the same time, but not like per object, cause when you render a model that consists of multiple…
Some honest feedback: I think these days, a 3d artist needs to be able to deliver both modeling and texturing abilities. It's often money lost to a company if they have to hire 2 artists to do what really should be a 1 man job. So I do feel that you're limiting your chances of making an impression of you're simply showing…