I'm currently getting back into some enviroment work and after seeing some the great work being done on Star wars 1313 i wanted to have a stab at creating one of their scenes in Unreal. Original concept: First interation: Current:
Well, I don't use maya and can't give you step-by-step instructions, but I think this article pretty much covers it in detail. http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html
You can get the same performance from some slightly cheaper parts without sacrificing quality. Could get virtually the same board for $229 http://www.newegg.com/Product/Product.aspx?Item=N82E16813131359 The $309 board is a good deal IF you'll use the extra features you're paying for: - SATA 6Gb/s Not too many of these…
this: http://www.google.com/#hl=en&q=light+baking+maya+8.5&aq=f&oq=&aqi=&fp=kE0CVI1PqvM gave me this: http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html i miss benclark
I don't care if it's faked gameplay or not, I just like the idea of playing a bounty hunter in the criminal underground of Star Wars. There's more to that universe than Jedi and Stormtroopers! [ame=" https://www.youtube.com/watch?v=U08QNPk0ZNE&hd=1"]Star Wars: 1313 Gameplay - E3 2012 - YouTube[/ame]
The game certainly requires a suspension of disbelief then again it is a video game so that's to be expected. And stories in star wars aren't always meant to be taken seriously like Star Trek or the Expanse. I still do feel those gameplay decisions are odd and do wonder what led to them. Its not to do with the character,…
Holy shit. WHAT? That was real time?? The hair! the cloth! by far the most impressive thing yet, moreso than 1313 and watch dogs imo, except this had nothing that looked like in game. if they could get it playable keeping the same fidelity I will gladly accept this as our next gen ceiling.
hm, the only thing that irks me is I think the neck is a teeny bit too thin. other than that I think it looks good so far. here's a couple of zbrush tutorials on hair: http://www.pixologic.com/docs/index.php/Tutorial:_Hair_Sculpting http://www.zbrushcentral.com/zbc/showthread.php?t=1312
Okay i tried doing AO map and i followed this tutorial http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html but i tried doing it with my maya version which is 2011 and now i got this now i know this doesnt look right
Bring your terrain to world machine and set the elevation to your desired height altho I would not recommend going over 1310 meters. Then bake your heightmap as RAW16 file. EDIT: You can also bake your terrain in Xnormal. With default heightmap settings it should give you the correct height.