Thanks for the comment. I model in maya and assemble in UDK. The werid shading is due to most models not having a second UV channel with a light map for light baking just yet. At this stage I am still making lightmaps for each model that will hopefully resolve this allowing shadows to cast correctly.
Use BSP to block in the basic shell of the structure and then use mesh to add details such as archways, window ledges, stairs, etc. Also, static mesh vertex lights by default so you will need to use a 2nd UV channel if you want to have lightmaps on your static mesh pieces.
I'm fairly certain Mike Phillippi did the concept for that one. http://www.slothproductions.com/ Also, here's a screenshot of the one that I made for the game. http://kman.cottages.polycount.com/war/temp/em_crypt_entrance01_1680.jpg Can't find any shots that have the lightmaps baked in, though. :( Can't wait to see more…
Deep Exploration does a great job at converting .lwos, and you can get a full function version of it for free too. Just bugs you about buying it when you convert things. Or you can email me the file and ill convert it, save it in lightwave and send it back to you.
You can have more than 2. Not sure if there is a hard limit or not. Though for most objects, 2 uv channels (assuming the use of a lightmap) should be more than enough. There is the rare occasion of using a 3rd UV channel for grunge textures, decals, or other misc uses. The lower the better.
I think its Scanline showing its age. I find lightracer very slow on highpoly models. that said for sub million i havent had any problems.. but i tend to only bake normals and colour in scanline. AO i do in MR as you get much finer control
I would bump the saturation overall a bit. And the skin highlights to a color that is too white, whereas the highlights on the concept are very blue. If you blended a lightmap or AO it might help to tint those maps, so you're not overlaying or multiplying to black and white. Looking good overall, just lacking the colors of…
Do you render indirect lighting? My guess is that the first frame in batch render takes longer because it writes indirect illumination maps on hard disk to reuse it for the following frames in the sequence. When I bake lightmaps, the first frame takes long time to render, but the rest renders surpisingly fast.
I liked the lensflares :( But then I didn't mind them in Star Trek either. One note, on the sticky notes of your last picture, they don't look connected to the wall at all. Turn on SSAO maybe? Either way they're missing they're not recieving the lightmap shadows properly and so stick out a lot.
oh wow, did knew padding thing is hooked up even when it comes to texturing in Photoshop. I thought its just for lightmaps in UDK :D and u have to give it only in ur 3D app while unwrapping. Thank you so much all for feedback and useful links :) . cheers