Sooo, back to this. Working on the fairing at the mo trying to get the shapes right. Pretty much there I think, but will probably take another look tomorrow with fresh eyes. This is about it for the high poly, as most of the rest of the parts is a waste of time doing in subD, as they are too small to notice ingame. I might…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
POSITION: LIGHTING ARTIST (on site in VIenna) SUPERVISED BY: LEAD LIGHTER SUMMARY OF THE ROLE: Arx anima is calling out for applications from experienced Lighters: The position of lighter requires someone with a thorough knowledge of 3D software (see below for detail), with at least 2 years of experience in a similar role…
I have more than a few props I want to show off in my scene. I am struggling to find any settings that really look great for my lights and my props. I had tried doing a 3 point lighting setup (Fill and a couple of rim light with the rims not affecting the BSP ground). I've used point lights, and omni lights... I've used…
Well I got it my problem sorted out. Here's the result in the engine. The edited normals really help the shading of the non-light-facing branch-planes. Here's an example of non-edited (left) vs. edited normals (right). And here's what the normals look like in 3ds Max. I rotated most of the normals to point out and up, but…
I just released the mod. As I said in my private messages, I didn't use all the material I got the authorization for in this mod, mostly because of stage location problems. But rest assured, you didn't gave me your authorization for nothing, as I will release all the stages I made as single Training Stages ;) . Again, I…
just found this through gametrailers and thought it was awesome enough for it's own thread http://www.gametrailers.com/video/episode-1-eight-bit/703312 http://www.gametrailers.com/video/episode-2-eight-bit/703314 http://www.gametrailers.com/video/episode-3-eight-bit/704786…
If the rig doesnt change, then all you need is to transfer skinning from source to target. This could be worldspace (depends on the changes really), topology space or even UV space if that doesnt change. This limits how much you can change i would assume. But yeah if you want the rig to adjust, this is what I would try.…
Okay, I'm currently working on my portfolio, I received some advice on here to Improve the lighting and make it less flat, which was because I was using environmental lighting, any input on the new lighting setup will be appreciated, Thanks. New-- Old--