I have a 2nd uv set for lightmaps...which I dont think is the issue here. Im also looking for some UDK eye shading links...im currently using spec/spec power+cubemap only,which dont get me wrong looks as good as any eyes ive ever tried making before...so im happy on that front. However...3 shader nodes cant be as deep as…
I'm working on a project and trying to push visual quality, unfortunately UDK is setup by default to MIP textures extremely aggressively. I have noticed a lot of people having this issue and they simply set the texture group to UI. This isn't really an option for me as I still want to help performance. I have searched…
Alright, so here is an environment I finished up awhile ago. I just recently finished up re-lighting the scene and fixing some lightmap issues. Figured I'd post on here to see what you guys thought. I can toy with the lighting but everything else is pretty final. This is a saloon set in the old west back in the day. I…
I was able to sell some stuff i picked up from my early dota days and spent the cash on this software (since it was "steam credit" essentially). Its been years since i've done 3D art, but back in day I spent a lot of time using Lightwave 3D. MODO seems to be streamlined for use with Dota2, so it seemed like a decent idea…
No problem :) If the characters are rigged. I recommend giving them an interesting pose. Duke nukem could just cross his arms, while the alien could do some predatory stance. It could also help them fit in a square image. Something is lacking about the skeleton. It looks like an early Lightwave render from 2002-2006 (what…
Just to clarify I do not want to bake vertex colors to a texture. I want to bake passes like AO and Curvature to the Vertex Color. So the Red of the Vertex Colors could be AO and the Green of the Vertex Colors Curvature and B and A for something else. I found a Blender plugin but it still needs a UV for the baking process…
New update on my mtg fan art: after all the feedback, I have decided to change a little bit the composition using the big structure as the focal point along with a detailed hedron near the camera. The scene has the previous lightmaps, therefore the ground is a bit dark but I will fix that on the next test bake. Other than…
Also to note about the size difference between my scene and the original concept, I was having some difficulty with the scale during the blockout phase because the original concept is quite tall and thin so I made the room larger so it looked less weird in engine. It also makes it easier to get everything into the scene…
The main thing I like about the look is the seamless blend to the terrain. Since I already have vertex colors acting like a gradient mask acting I can easily play with adding highlights or textures that just effects the tips of the grass to make it pop a little more. But first there's a issue I need to resolve about how to…
Tutorial wise I think you need to stay away from anything modelling wise (unless it's abuot making it crystal clear what the model requirements are). My reason is simple - differently modelling apps do things different. I have, for example, now way of having creased edges in Lightwave. What might be useful is users of some…