How big is the Wellspring map? Aren't the timings based from how the final game shipped? I've had relatively small sized scenes in UDK take a while to process, mainly because of lightmaps. 40GB+ is pretty hefty though.
Wondering if this is capable of doing a set af tiling uVs for diffuse, and another set of uvs for normal map details? Similar to technique shown in image below, but without the lightmap uvs? Thank you. http://www.torfrick.com/Art/WIP/microscope.jpg
FogGobbler Thank you! I didn't use modular approach because it's not really needed for this scene. I just divided the house into different rooms to get good lightmap resolution. Also, floors and ceilings divided too for the same reason
The over all look is really nice! I thought about the blurriness in the last room to, and also the harsh light contrast when you fly into the last "room". The blocks and the wall to the right looks a bit strange. Maybe a lightmap thing?
maya rocks, i can switch viewport and it dies! that's the kind of feature which can break the artist. modo's fun, but it's taking a while to understand, i'm guessing that's it lightwave history coming through, i never really understood that either
Try dithering the source image. Or better yet, convert the lightmap to 16bit, level it to a full bright range, compress, then use a shader instruction to multiply the DXT back down. Learnt that in that goofy "gloss" thread. Gives you more precision.
You're wasting a lot of texture resolution by leaving your lowpoly pieces as separate shells. If you can't see part of the mesh in the final lowpoly you shouldn't have polygons there. This kind of construction also causes problems with lightmaps and other systems in-game.
Having everything in one peace can reduce the fill rate, reduce chunks, reduce lightmap usage. So it can be good in some case. If you do it for a portfolio I will recon and to do not take care of it as long as you don’t show wires.
That sounds tasty. I hope I have time to get that working! Thanks for the feedback guys, I'm laying out my lightmap coordinates for UDK, sorry I haven't updated with new screenshots. My next shots will be renders from UDK.
I noticed the licensing they have done for some of the new features. Will that mean the indie version wont have Beast and Umbra (OC and lightmapping)? Or will they simply make 2.5 Pro (i.e. shadows) the new version for Indie developers. Cool tech demo though.