Hey everybody, I was finally able to get some work in today. Been busy with family and work, but things are clearing up so hopefully I can finish by the end of the month. I started moving assets over to UDK. I did a little bit of texturing. The lighting artifacts are caused by the other buildings not having lightmap UV…
i come from a ds and wii background. the way i do this is to make a tileable piece and then deform it with either a bend or path deform and some soft selection manipulation to fit the necessary environment. the tricky thing is the shader. best results come with vertex ao to give the relust depth. of course you get even…
Not sure how I feel with a for-profit school that though better than some still churns out unprepared students being the main sponsor. That and the main prizes... honestly are underwhelming. Most people will already have licenses for some of the software needed to create the game in the first place. The free subscription…
Your lightmap looks dark all round to begin with, so there's a problem right off the bat. If you want greater control though, you should absolutely be rendering it separately and doing the merge in something like photoshop (on a multiplied layer). Personally, for my AO bakes I will switch to MentalRay and use the Ambient…
Part of why they use so much BSP also Vig is because of their lighting system. Models on Source are lit by each triangle, not lightmaps. This means that if all the buildings and floors and such were made by optimized models, they'd look absolutely terrible. Only dynamic lights at the moment light models not based on the…
Hey Eric, yeah anisotropic filtering slows down rendering. Typically on xbox 360 we assign anisotropic shaders to the ground geo only for racing games since they are the ones you see at the worst glancing angle compared to buildings and other objects which are seen straight on. Mips do cost extra memory but for objects…
Picked back up on this scene. Still plenty of work to do on it. However any comments or critiques are still welcome. Not 100% sure what's happening on the background buildings lightmap. Maybe it's too small? Rawks foliage for the red flower is just 2 planes crossed. Any ideas about how to make it look puffier and more like…
well because there is nothing special about it to need a tut for the whole process just go along modeling in max like you would anything else, and if you want it to be modular make sure whole piece can snap to the grid. 1 generic unit in max is = to 1 unreal unit. the only things you would need to do for unreal while…
What I like about cryengine is it's SSAO. It behaves more like ambient occlusion and less like edge detection. It defines objects and darkens those "deep" areas nicely, and it's only applied to ambient term. http://xboxoz360.files.wordpress.com/2009/03/cryengine-3-image-oxcgn-10.jpg I wish UDK ssao behaved this nice. It…
There are definitely some programs around that can eat up any arbitrary amount of RAM that you throw at them, but you almost always don't HAVE to subdivide your model straight to 200 million polys in Mudbox to get a good sculpt out of it or bake directional lightmaps on a huge landscape in UE4. 16 GB is plenty, and 8 GB is…