The overall look is too noisy to me, the quite monochrome lighting aside from Scifi glow from a few objects doesn't help where it could have given more variation by forcing some areas to be coloured in different ways (justifying the use of one texture). There's quite a few texture stretches from places to places. A few…
kodde, see if this is what you want. Create a new render layer, add all your lights and geo to it. Right click the layer and choose attributes. Left hold click presets and choose shadow. Batch bake mental ray with bake shadows and light and colour as the color mode. It should generate a lightmap with only the shadow…
@Makkon: The polish don't use color vertex. We had a second UVs set for every static prop in order to bake lightmaps. We used these sets to paint blending masks. The puddles are made with alpha blend but they're just quads added over the ground, not real decals. Some tiling texture is also used to blend walls with ground.…
Since you're gonna normalmap it, the mesh density only matters where you're going to notice a silhouette. Most of those triangles are wasted. It's not just a lot of vertices to transform, it's also a lot to load into VRAM & to store in memory. The lighting is going to be static right? Then don't bake a huge normalmap,…
BSPs are good standins, especially holding your scene together, if you want you could leave them there until the 99% mark, but in the end they have to go. Dont worry however there are tutorials etc that can help you and with a good mesh with a good vert count you can even add some vertex painting to your floors and…
@FreneticPonies yeah that's currently a problem.. I can't get rid of that light's reflection unless I eliminate the source radius of it (Min Roughness doesn't do much). That's been a known problem and I'll have to see what I can do. I'm still using 4.9 so they could have fixed it already. Regarding the aliasing on the sun…
im currently working with 2048, ive also realised this can support alot more triangle data, so ive gone and updated the organic areas of the model (left the shell for now) The model is being aimed at use for animation with UDK so ill be testing the normals there soon! Ill throw some screens up once ive tested UDK (although…
Check your FBX export settings in Maya first of all obviously. I know with 3dsMax 2009, I had to download the latest FBX exporter from the Autodesk website to get it working right. For your second error, check how your second UV set looks, it's just a warning though, you can ignore it if you're not planning on baking…
For such trolling clips I would instead recommend any program without a path tracer (for speed gains while rendering) with a big asset library like for example either LightWave 3D or if you fancy a much easier solution, Cinema4D ( C4D ) which is a much better suited solution since it comes with a vast library of such bland…
Through is usually best. You can delete hidden faces, parts that are completely inside others, or never seen for some other reason. Though for lightmapping it's usually best to have watertight models (no holes on bottoms or backs), also that's better for reuse because sometimes you can rotate models to make more variety in…