Hey guys, my first proper thread on Polycount. I'm doing an environment based off the concept of a diner I found, and it's my first proper environment. Here's the concept: and here is my progress so far: http://prntscr.com/1f2z9n Tear me apart as I need some advice on where to go with this! I know it's WIP but I want it to…
You mentioned how modeling an insane level of detail could boost the polycount beyond desired numbers. What if you get a very sexy height map and let UDK's parallax do the rest for you?
Figured I should create an own thread for this one :) . It's a stylized scene, inside of a mysterious, dusty lab. What I've got so far: Some of the textures: Thanks for stopping by, I'd love to hear what you think about it :) .
Just started this a few days ago, been working on it on and off. The plan is to create a very epic scale entrance to a very old and forgotten sanctuary. I'm aiming for a stylized look, but none of that for now! Lots to do yet, but any C&C is welcomed.
I'm mainly using unreal to showcase my models. i have a scene with my character and the environment i put him in. i just want the environment to bake lighting and it keeps baking lighting on my character as well. anyone know what i do to not make only the env bake?
I have sat on the fence on this awesome forum for way too long, so this is me trying to start to share, hope its useful to some of you! http://joscelinfrost.blogspot.com/2013/09/stylized-rimlight.html Please feel free to give feedback! If things are unclear I want to fix it :) Thanks guys!