So I unwrap my model in the 2nd channel so it can be all nice and prepared for lightmapping and collapse the unwrap modifier down. Now, a while later I add some more stuff to the model and need to edit the 2nd UV channel in order to make sure all the changes are corrected but all the unwrapping I did before has…
I'm starting an environment based on the main menu from Medal of Honor Allied Assault. Here's some screenshots from the game. And here's what I have in engine so far, there's some lightmap issues I need to fix already. I'm going to stray from the original. It's going to be a bit darker and messier and with more cigarette…
I am creating some custom lights for lightmap process in Maya. Some of my template are using multiple lights but I would light to hide the lights's icon in my viewport replacing by a custom of mine. Problem is if I switch the Visibility attribute value to "0", light will stop any activity in my scene... Then is there a way…
hi all! i'm a newbie of Lightwave 3d and Zbrush. i've created a mesh and i've imported it to Zbrush, i've make the subdivisions but at the moment of sculpt (maybe for the confused work of modeling) i loose some details. after a little research, i've found the "dynamesh" method to re-ensemble the geometry, but as you can…
PBR is still applicable, but with offline renderer, so material format will be specific to their renderer. Ask about their pipeline... What renderer you'd be expected to use, what material pipeline. Offline renderers pay more attention to transmission and reflectance properties than games do. No baking nor lightmaps.…
Spent the day cleaning up lightmaps and some further work on the lighting to create some contrast areas to avoid the scene being too washed out. I think it's more pleasing to look at now in certain areas, such as near the curtains and duffel bag, whilst still maintaining the overall brightness of the scene. Added some…
Thanks @Jack M. It's been quite a while since my last update. I redid quite a lot of stuff in the scene and expanded it. I am working on the individual assets at the moment. A lot of them still need some work. There still are some lightmap issues here and there, just disregard them. Any feedback is appreciated, especially…
Something like this might be best achieved using vertex color blending and triplanar textures if that is possible, with some aggressive ambient occlusion baked into the lightmaps to hide sharp intersections. re the aliased and un-aliased graphics, I wonder why they didn't up-res the textures and sprites or at least filter…
If you can apply your vertexcolor to what Maya calls vertex-face, the colors dont blend. Vertexcolor can be saved or baked into maps, and can be applied easily. I did something similar in the past, and used vertexcolor to add variation to already textures roofs.The engine didnt support vertexcolor, so i added it to the…
never seen the bug before, but have you tried copying the UVs to a new UV set and using that one? then maybe copy it back to map1? I've been having some UV issues exporting from maya 2014 to FBX2013 into UE4. The lightmaps get mixed up with map1 sometimes, so copy pasting UVs sometimes fixes the problem in that particular…