Hey! I started working on this a few weeks ago, as I thought it would be an interesting project to do in order to get to know a large number of different 3D software. I started learning 3D modelling from scratch in May, so it seemed like a good challenge, and it certainly has been this far, quite the learning curve I have…
Hey everyone! Ive stumbled upon an issue with lightning, specially when using lightmass I cant wrap my mind around. You can see the issue in the picture below, built with lightmass: http://i.imgur.com/Bm8fX.jpg As you can see the shadows are not only incorrect on certain faces, but are also washed out. The mesh is…
So i have the same problem here. I'm using packed textures to deliver Roughness (Red Channel) Ambient Occlusion ( Green Channel) and Cavity in Blue Channel. I already setup the texture node to be masked instead of color. And my packed texture its already in Maked mode instead of DXT compression. But i still not having the…
What ive tried so far has been awesome. Hoping to get more time with this soon. A couple of notes: Would love to have uv2 support and be able to set it per map. Could be cool to have diffuse in uv1, than have a secondarry diffuse in uv2 that can have its own blend mode. Im thinking about, for example, the ability to paint…
So it's really apparent in these two new renders that I now had a shadow artifact issue on three of the models with it being super-obvious on the one side edge of the box with the circular black vent. It LOOKS kinda like my light-maps are hosed up and UV clusters are too close together...but I'm pretty darn sure that they…
Kwramm nailed it Polycount wiki is a wonderful resource as well. As your grow in experience consider Softimage, Lightwave, 3dstudiomax, Maya, Modo, Cinema4d etc. and of course blender is just as viable as these are all generally good base 3d programs that stem as the main pipeline (in most cases) After that look into…
Update time! We made a lot of progress in the past few days, polished a lot of stuff and got a new ceiling. Looks much more structurally sound than the previous "hole" :P (This is a medium setting light bake so bear with me) The ceiling is made from just a few pieces (the big dome was broken up into smaller bits for…
Nice one Carter. If I'm honest, I preferred the first set of images to your changes. I like the overall vibrancy of it, though it is a little void of lighting detail. I miss the orange and yellow! :P Great work by the way, it's looking promising. Few questions: Did you texture most things individually or use tile-able…
Thanks for the feedback, will get as much of this feedback in as I can. Ambershee is mostly right. Most of the meshes are stock UT3 meshes but I am doing a lot of custom meshes and touchups of existing meshes. For most of the cliff edges in the play area I used custom meshes. A lot of meshes were reimported with correct…
Update #2.2 I've finished a basemesh blockout. I have changed a layout of the room a bit to compensate for the pillars. I think it fits in pretty well. Mades some braziers and torches but I didn't put fire on for my computer can't handle that many particles. It can barely handel High quality of UE4, but I digres. Now I'm…