Hi thanks for the feedback. I understand what you mean about unwrapping the whole side with the border. I considered this at first but then realised I would have to add a lot of extra seams to relieve the stretching. I will give it a shot though. I also get what you mean about the extra polys in the curves across the top…
I removed some lights. I originally let the corners be dark but it was too dark and the scene felt a lot smaller. So I added some dimmer lights with a different color at the corners of the room to provide a little light, but hopefully not bright enough to compete with the main light coming from the ceiling. The color may…
Here is the basic idea behind character creators. Most of them are based around morph targets. Eg. you have a single skeleton, then you define two different face meshes (same vertex setup !), one with a tiny nose, one with a big nose including bones weights. In game you will just have a nose slider which blends between the…
Pretty standard way to do any architecture for that matter is: 1. Create tileable textures. 2. Model base blockout of whatever you doing (house). 3. Identify repeatable shapes. 4. Model those shapes and unwrap them over your tileable textures. (yes this is the key, you conform models to textures not the other way around).…
The same what earthquake said about the gun itself applies to the mag. You got too sharp edges there, which wont render to your normal map and you wont get that nice round edge look everybody wants from a normal map bake The same applies for the optic system and some other parts. Also you might want to check how those…
Helpful links there, Obscura. Right now cloth is simulated with stiffness on certain areas and other areas dangling when stiffness is zero. Like the red circled area tend to lose their shape or collapse if stiffness is zero and only retain their shape fully if pinned. In the real world, hair or frills tend to be stiff at…
@Jacky: I already disabled AO for these shots, but thanks! @Osman: Thanks for the detailed reply. I know about the Level scale and the Settings in BaseLightMass.ini, but this exponentially increases the render time of the lightmaps. (I could probably use it in the final verion). When using vertex-baked lighting I would…
what you need to know as far as shader go really depends on the engine, like in the case of naughty dog yes they use hyperShade in maya to create there shaders, but most of the nodes there using arent default maya nodes, there nodes they created in maya to work with there game engine. for doing things like the texture…
anything with a retina style/HD screen, if you plan to use pdf based ebooks and art magazines. You'll have to zoom less to read small print fonts like annotations, picture commends, footnotes. For example I wouldn't recommend an ipad mini, or any device with a non HD screen if you want to read e-books like Vertex. I picked…
Thanks for the crits! I spent some time this morning ironing out those snow seams. Before, I was doing the snow drifts by poking up the terrain through the floor's mesh, but now I've modeled the drifts right into the floor and hidden the terrain underneath. I'm still using the same vertex painting based method, but I added…