Thanks guys for the advice. to jmt - i will look into the lighting again, having issues with trying to blend the lighting from the fire with the light from outside. The fog is meant to be cigar smoke, will try and tone it down a bit to get a better feel to brandoom - i baked AO maps and the asstes also have a seperate…
It can depends of your target engine. Most of the time, the scale of your environment is based on the player scale. It's the view of the player which guide your scale reference. So most of the time you adapt the scale of your 3D Software to your target engine/game. If you stick to you 3D app only, you are free to use…
It's only possible in the UDK because there is no real-time lighting, it's baked into lightmaps so they can do more advanced effects like raytraced refraction through glass ie stained glass windows. However, you can always fake this effect with a cookie texture. Or, if you're doing something like a window, use an area…
Kinda used already for directionnal lightmaps, where light intensity from 3 directions is stored in one RGB map, while the pure color (which requires less resolution), is stored in one little map or vertex color. But i guess it could be done for a diffuse map too. The process would be 1 big RGB luminosity texture + 3…
Hey! Thanks for pointing out the ivy - I will definitely try to fix it and make it fit more with the rest of the scene. Smaller leaves is a great suggestion. This was my first real attempt at anything with foliage (aside from grass) so it's been a learning experience. :D Since I'll be editing that, I'll look into fixing…
U can try Skylight Lightracer with high settings, works for me in most cases otherwise i do AO in Xnormal. As for background issue well i have notice way too wierd stuff both in Normal and AO process, like pure pink color, black spots squares, jagged lines despite high AA etc on the background. The reason i found for this…
Thats just UDK doing its thing, I don't even have proper lightmaps setup for the models (well... I have none right now, this was a quicck quick test last night). They are in groups... like the walkways are 1 model, the spikes sticking out of the stairs are one model (etc.). I figure that would be the fastest, but I'm gonna…
@Impala88 cheers man :D yeah there will definitely be a lot more detail on the props and the throne itself, in terms of the modular stuff like the walls and the pillars don't want to add too much detail just now until we see how everything looks together, can always add it in later. We did toy with the idea of adding chips…
I'm actually switching to Lightwave, Modo, and Blender. Autodesk screwed me when I bought Softimage XSI before they took it over, and to find out it was discontinued made me feel like I wasted time. No longer supporting them, unless I have to work with one of their programs for work. Luckily I have enough experience with…
this might help some people :) "didn't do it 100%, but it should be enough to give you an direction. Basically, you have to think of where weatherign would take palce and how people would build it. (why shouls somebody just put a big beton block somewehere? They would build it out of panels... Rubish and dirt in corners…