Where's the light coming from in your scene? If it's just from those 2 lamps it needs a serious overhaul.. The lighting is very flat and uniform and there's no real source. If the only lights are the 2 inside and those 2 lamps outside, adjusting your lighting to fit this will immediately add 100 times more mood to the…
Thanks for the comments guys. The texture isn't quite done... The leg dots need painted and the tail dots need redone larger. Trying to stay very close to the original mounts scheme. I've made a comparison image and I think the contrast definitely needs bumped up. Also looking back at the in game i think the spec is…
I'm aware of static lighting and emissive channels, if I'm not using them is because I don't want to. It's not like the whole scene is lit by a sun; I can't make events implying the foot lamps if I bake the lighting. There's a lot of UV mirroring that I would have to sacrifice for the sake of using lightmaps also. About…
I...uh, actually mentioned the necessity of hard work and discipline later in my post. Oh well... I think this is significant. When I was in school, one of the factors that pushed my craft the most was the constant comparisons with my contemporaries. My teachers would always have the class evaluate each piece vocally. Few…
I tried learning Maya5 over a 3-4 month period, and gave up. The fact that I have to write a MelScript to do something as simple as target weld, put me over the edge . Though I do have to re-learn Lightwave for my new job . As far as the Max/Maya cut-off goes, I don't think Autodesk will stop making either one. Maya will…
You can also do it like this: Start of with a basic cylinder with plenty of sides. Delete both end caps and half of the cylinder. Extrude the bottom edges. Create two slices at opposite 45 degree angles. Delete the end polygons. You should know have something like this: Now center the pivot on the end vert, clone and…
Very well, then we agree to disagree as I find it more fun to spend more time making the high res model. I'm not really saying everyone will try to normal map everything like doom3, but I do think people will normal map all characters for a while, there is simply no reason not too, I'm yet to work on a game where the…
You can actually also use the grass meshes as well. You would create your FX and then go to Modify-Convert-PaintFX to Polygons or something similar. Since it still uses a shader you would have a shader slot already created in an engine like UDK, you'd just have to play with the second UV channel for lightmaps. The problem…
This is mainly just showing that they can photosource well. Shame the screenshots are so tiny too, doesn't really show much other than the general composition and colours are the same as the reference. Their real-time vehicle shader demo was more impressive to me. Malcolm: I believe they're still doing their "dynamic"…
Scene I put together for an art test for Camshaft Software (Camshaft gave me permission to post this) I had a lot of fun making this, any crits welcome :) Here you can see how the fresnel effect is used to dull-out the displays. the oscilloscopes fade out, the table LCD has a low field of view, and the CRT displays have a…