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…
thanks king mango the production quality build takes about a hour however i have a i7 quad core 8 thead cpu, however when changing the lighting alot i set udks lightmass importance volume to a smaller area so that my builds don't take long which allows me to change and rebuild multiple times. unfortunatelyI dont have time…
"The majority of the game was lit statically using a baked-in lightmap method. This static lighting solution allowed us to achieve very realistic lighting results with full global illumination and ambient occlusion. A specular term extracted from baked spherical harmonics helped bring out the forms in the modeling work and…
Haha just realized its been a fucking month since I updated.... @ Mike, Thanks so much for the detailed guide, your idea was great! I hope the lightbake has brought out some of the shapes better, if not Ill definitely work on them some more. @ Saman, Thanks again buddy, your like my coach on this one I really am super…
Great work Alberto. You've been an inspiration of mine since I first saw this thread posted. I totally agree with the approach that paulsvoboda suggested. I did something similar in the fantasy cave scene I worked on, and your can get some really nice effects with just two nice tiling textures and some vertex painting. I…
Hi Buddikaman, The treasure chest has an interesting design. I feel that you didn't really use your UV space wisely. You have it uniquely unwrapped all around when generally they are very similar. I would watch out on how you put dirt on the chest as well. You seem to have a seam on the left side of the chest. It looks…
From what I've seen, if people are happy with a version they don't upgrade unless they have to for pipeline reasons. perna uses Max 2009 and won't move unless a miracle happens. I know guys who still use Lightwave for modeling. Hell, there are people who won't upgrade their copies of ZBrush despite the updates being FREE.…