These are not ray marched clouds. They don't have true depth, or to be more precise, they don't have any depth. They also only have basic lighting. A cubemap (traditional lat long) image will work for this. You can create that in many ways. If you want dynamic shapes, use some layered noise with slight distortion in shader.
The UDK has a problem where you will ALWAYS get specular seams between meshes and UV seams, especially in lightmass. The best work around is to create some kind of intentional seam between models, like a slight bevel. It's pretty much impossible to have smooth lighting across multiple meshes that are flush against each…
Excellent work! You did a great job matching the concept. I can see you've made some slight changes here and there but they are appropriate. Truth be told I almost didn't realise it was 3D until I saw the front and back view next to it. Good work, good lighting. You've come a long way!
No worries Kai, thanks anyway. I fixed a few issues with that render tonight with slight modifications to the lighting, placement and composition, but I don't think it looks much better. Botched depth of field perhaps, and too much incompetent fucking around in Photoshop. I should learn not to do that. The colours are…
Yep you got it. I think there are some other reasons people have for unwrapping the low, some Zbrush specific functions or some such silliness. http://home.wanadoo.nl/r.j.o/skyraider/e-light.htm The custom light dome I use is very similar to this script. I had to build it myself because the elight dome is not for…
That kind of depends on two things. 1) How you rigged up the siders and what they are interacting with inside the material? 1a) Is it adjusting the UVs on the mesh, or UV offset values for the map in the material? 2) How comfortable are you with scripting? The first idea that jumps to mind, is to use a callback that sets…
Texture flats. Didn't include the smaller utility textures and one I'm still working that has grunge in the red channel and a color mask in the blue. Trying to figure out what to slide in the other channels. Probably decals. Didn't do a good job of planning and now towards the end it's getting kind of messy. Something to…
@SkyWay: Knew there'd be people here from other forums I've posted this stuff on :) @SHEPEIRO: Oh, I agree with you that those old trailers had problems with lighting. Too dark for one. Thing is, the player can change things like ambient intensity, specularity strength, gloss etc. manually and thus everyone has settings…
Hi All, So I've recently tried my hand at 3D modelling and I'm not happy with my results so I've decided to seek out someone who is better than myself. A little run down, it's a video game I'm making and I require an enviornment to be made (Which can probably be reused in each level) and a character that the player…
*been busy with other projects* Added some *slight* color and highlights to the stone to make them seem less flat. Didnt look right at all using Screen mode =\ Ended up using Mahogany/Orange-ish on overlay and light grey on Multiply, both set to a very low transparency. Also dulled some of the bight edge highlights