WIP 12 I Start texturing job, configure so little post-effects, and some light setup. I hope i can texture all this stuff after few days. Also i need bake light and create lightmaps for optimization and add more light. https://www.youtube.com/watch?v=4rEmBYrghxY
If you're going to showcase it like that you might as well bump up the lightmaps in UE3 to make it look a little better. However I wouldn't worry about the showcasing yet though.. you need a lot more content. Check out other portfolios and make sure you're at least as good as them.. or.. better rather.
what do you mean with LOD textures ? Currently mipmapping would be LOD for textures. As for the sanity about texture res I agree, it doesnt make sense having more res than you will see in average. Level environment textures probably will benefit most of this, as you can res up lightmaps, terrain masks...
http://boards.polycount.net/showflat.php?Cat=0&Number=155791&page=0&fpart=1&vc=1 Ben Cloward posted a new custom shader for 3dsmax that Ryno requested, which I believe displays a lightmap on a different UV channel on top of a main texture. His post is at the bottom of that page. Might be what you're looking for?
Yeah a full on clam emblem maker in Halo 3 would be great. However first they need to work on the local mapping. The latest set of shots of the chief look nothing short of awful. Its almost like they used the halo 2 model and just added a noise filter... And I wont even mention the low res lightmaps...
Lightmap resolution is irrelevant when you use ray traced lighting. I would need more info. Show the settings of the light please. Make sure the light is set to movable, and ray traced shadows are enables. Also make sure that under the world settings, "force no precomputed shadows" is enabled. Also make sure that…
Just set the number of bounces to like, 100, ditch a lot of the occlusion stuff for the lightmass settings as it's just make your dark scene a lot darker. Also max the lightmap resolution, as the artifacts your getting seem to be from that. Finally either add an interior light (from the chandalier or something) or cheat a…
I noticed that your lightmap resolution for the "block in" meshes is 256. Isnt that a little high, especially for something thats usually hidden by a ton of other meshes? I understand that its a pretty complex mesh but that seems a bit extreme. But then again, i dont have too much experience with UDK so I may be way off…
Its because of the TC_Default compresison. If you want your texture totally uncompressed, then use the SimpleLightmapModification compression. This is the only uncompressed format. For normalmaps, you need TC_normalmap_uncompressed. If you still see some pixelation after changing your texture's compression to SLM, then it…
Alright, check these textures. Tell me what you think. I also added the default ambient dust particle emitter. Also, I noticed the lightmap or lighting in general flickers on some assets as you move around the scene, even in game view. Even after locking the LOD to 0. Anyone working in UE4, what could cause this?