Back with some results from my testing. Note: I have not read too much from the link that you have provided about Lightmass, I will be doing that today. * I have split the entire apartment mesh into room by room and this solved my issue for the most part. * The lightmap resolution for each room is 256 and I have NOT…
I think you have a bit too much tiling. There isn't really any unique detail, just 3 different textures that tile all over. Part of the problem is that the roof tile and the wall tile have features that are roughly the same size, giving it a uniform look. You'll notice in the concept that the roof is the only part that has…
Varies how I do the materials, either vertex colour or colour ID :) In this case I'm using a colour ID map with up to 8 colours (and a bit of custom shader logic to separate cyan/magenta/yellow/black/white) So the maps I'm using are 1024 set for the opaque stuff and 512 for the alpha stuff (both displayed at 2048 here),…
Seems like you're on the right page with most of these assumptions. Not sure exactly what you're asking so will ramble slightly. Your specs... Looks like you are using a software I don't. I usually bake in Topogun or ZBrush, but whatever works for you or your company is fine I'm sure. Moving obj or other files between…
cool cocept man. Looking at this though the construction of how you are doing your texturing is not really feasible for a game environment. your texel density is all over the map. the pillar takes up more texture space than the entire floor. also its larger than the walls too. if it were to be in a game it would appear so…
Thanks for the critique. I'm pretty much set in on a project at work for a good long haul before I can show anything, so I am actually in the process of working on some new stuff to fill out my personal portfolio. I've got some decent stuff, but my skills have greatly improved and I think I can definitely fill in some of…
Thank you ever one for the crits and yes I agree and also I thought it was way to high poly. So this morning I went through and correct the base mesh to remove polys that weren't adding to the silhouette like David said. I also wanted to get more accurate design of the blade like choulden said, even though he recommended…
Hey everyone, I'm working with a friend to build a new computer for home. right now I'm working on an outdated POS that cost an arm and a leg 3 years ago, so I'm hoping to do this fairly cheap, as every $ saved will eventually go towards a Centiq. O and this is for character art in case anyone was wondering. anyways here…
The first rule for artist portfolios is to keep it simple. You're showcasing your art, not your flash programming; your default page should be your portfolio. In the castle scene, the light from the fires is too yellow and static. This link is to a tutorial on changing the color of a light in UDK, but it should give you a…
The thing is, I can finish pieces easily, the hard part is how they will be received by everyone as a whole. Right now I have more than five fellows on stand by because I feel as though the meat-brigade would rush me and say "That's not good enough for anything, it has to look like the current popular hyperreal/disney…