Thx everyone for the responds! - Fixed the over exposed ivy aajohnnyThx for noticing!, turns out I'd messed up the lightmaps for the ivy. ScrotieFlapWack Basically every window is it's own piece, it's kinda simple. I'll try to post something soon to explain more :) passerby, Chase Thx those were my main sources of…
Huge improvement! Just having the colored lights add a great deal of interest to the scene. There's still something about it that seems to be flattening everything, I would really bump up the falloff/decay to put some of the areas in deeper shadow. The uniformity of everything still bugs me. And get some lightmaps going…
danpaz3d thanks for the reply working on the emissive on the windows..still coming up with an idea for the floor though... btw, anyone know of a quick way to get quick previews of lighting in udk while using lightmass? I've adjusted the lightmap res accordingly from 32-2048 but the build times are still too long...thanks…
Change the art direction from scratch to be more dirty and less gore. I got a couple of lightmap error...will fix theme tomorrow and start adding wall support to break up the scene and add some random stuff on the ground. Let mw know your thoughts on this new direction I chose from this reference.
Hi Eric, yes i need to import some objects for lightmaps and there is a gigantic object that i dont need all the time. It takes like 15-20 min to load in max and everytime i need to LM an object i need to reimport everything....thats so time consuming. 350-400 MB fbx file.
Why do you need to pack everything on one map ? Lightmap ? You can try to put the same material temporaly on everything because looking for maps make the unwrap very slow. Also you could try to pack only few objects each time, resize each square independently to make an atlas.
Some objects don't look very grounded in your scene. The suitcase for example, the cage too. This might be caused by the SSAO. By default it's very nasty, you should change it to a higher quality mode or disable it and bake AO in lightmaps. Your main shot works pretty well, but the others just lack a good…
I can't seem to get in to 3d coat, in much the same way i could never use lightwave.. zbrush is my package of choice and will stay that way for now. I would even choose mudbox over 3d coat tbh. I might give it another try at some point, buts a bit frustrating somehow.
Thanks... yeah, i need to work on the anatomy, but after looking at some ref, of sandman i think i can get away with it :p here are the results after playing around with bpr blur filters and lightcap. Here's my crappy attempt at Comp work in photoshop.... i shouldve used the above image for the comp work....
You can get enviroments working in Marmo, just be aware you aren't going to have radiosity, or be able to bake or use lightmaps, and there's no terrtain shaders. There's also only basic tools for moving and scaling meshes, so you'll want to make most of the scene put together how you want it before putting it in Marmo2.