Hey hey friends )) So my paws reached my favorite process - texturing! I am very happy because after work I had to overcome myself and do retop, uv and bake. Let's skip the process of retopping and uv, all this was done in haste and you better not see it)) Now let's talk about texture. About how I do it, maybe it will be…
Thanks, I'm glad you like the scene. I've been meaning to post more breakdowns and stuff, but I've just been really busy. My lighting is static. I did up the indirect lighting bounces to 20 and the sky lighting bounces to 3 but the rest is pretty standard. The main thing that make this scene is the volumetric fog. I…
Did a bit of research on lightmapping (WarrenM made a perfectly timed video :D ) and managed to fix the lighting errors on the props. Still not gotten very far with lighting yet, I need to do some playing around with settings to get down what everything does. Started working on the crate prop: I found a prop on artstation…
And the SSD is non-replaceable too I believe. I have only ever owned laptops, and the thought to open them up and fuck with the internals has not once crossed my mind. If it bothers people that much, they'll have to spend the extra 200. Seriously, unless you are doing some high-end game stuff, like baking lightmaps…
Still not entirely sure what your problem is there, but, have a look at this one.. think that has the solution.. if the adjacent rooms is what you're having trouble with? And no idea how unity treats double-sided shadowcasting or lightmapping in general I fear. These are 30x30 unit grid-cells. Each closed wall with an…
So it's been a while since I've updated. Our semester got really busy with our Senior Capstone presentations so I was really focused on pushing that project and luckily it was worth it! My team made it through to second semester. :) As for this project, a bit of an update coming. I've got my building walls mapped/denser to…
I have a 3d modeling book here in japanese... not a word in english, however the pictures are so self explanatory that you get the guy's workflow right away and understand why he does things the way he does... it's so well explained visually. I brought it to my friend who can read almost fluently and I would describe what…
Typically if an asset looks flat despite having a good normal map it means you baked too much lighting information into your diffuse texture, or your engine lightmapping is washing out the depth. Generally speaking you want your diffuse to have basically no lighting or shadow in it except for very subtle AO. Can you post…
In my opinion, art tests are more to check if the artist can deliver on something that is not currently shown in abundance on their portfolio. Like an art style you cant see they master on their site etc. I completely agree with Varga. I am lead env on a aaa console title atm, and one of the problems we face with delivered…
rambooze: That would make way more sense, I changed it so the brick was actually under the wooden structures on the left. But I'll have to make another piece so it doesn't feel so flat near the edges. locator16: Yeah I tried to go for a lot of venetian influence with the medieval like in the windows and arches, but you are…