The sculpt is pretty good except : - the folds on her top are not as good as on her pants. Checks refs, the work on the folds is too superficial. - arms seems a tad too long Now you have a decent sculpt that is ruined by a poor texturing and lighting =/ - What's your texturing base? Only an AO? - Bring color variation in…
Some lighting suggestions/thoughts and stuff :) * (Red) these small-radius red lights are cool. Like 'em. * (Green) This is pretty obviously a point light with no source, doesn't make much sense w/out a fixture/source. If you need/want "fill lights" in certain areas to get rid of darkness without a global change, you'll…
I think for the most part no one notices, game reviewers don't seem to know the difference which is pretty sad. I remember when SSX3 shipped one of the magazines rated us the same as another game for graphics and made no mention of our final gather lighting, shadow cast from every object in the scene and beautiful lighting…
Normally memory errors at render time are textures or shadow mapped shadows. Shadow Map is bitmap for that light, smaller maps are quicker and can be blurred but larger maps give better shadow detail. Depending on how big you've set the map size per light, it could eat up a ton of memory. If the lights are set to ray trace…
Ah, Rob didn't mean it that way. I think he was just trying to be helpful and you took it wrong. Anyway - to address your issue - in the case where you make a shader that calls for 3 lights, but there are only 2 lights in the scene, what do you think the system should do? Right now ShaderFX will automatically assign lights…
I've been working on a cornfield for a bit and am loathing the results I get when I bake the lighting. What I would like to see is the lighting light the corn stalks and create high and low lights throughout. I can work with the lighting in preview mode but I know it isn't going to stay that way. The second image shows the…
Hi all, I've been working on a glowing light bulb in a dark scene. I seem to run into problems when trying to render with minimal noise, and the main light source being from the mesh light of the filament within the bulb (the only other light source is the HDRI at a very low 0.01, for some nice reflections). I am using…
What is in the render window isn't correct and should always be ignored. It is a full render including the scene lighting (even scenes with no lighting still have the default light(s) behind the viewport camera). But if you don't want the actual shadow map, then you should render a diffuse map with lights and shadows…
Hi, I took a step back and I did a few tests with a very simple block from my scene and different lighting setup. The first image is with the building settings set to ios and the second one with PC/MAC standalone(I'm posting only the lightmapped version because the others are the same). You can see how different the…
No problem man, glad it worked out for you! It looks much better now. I have some crits on your Halo scene. Structurally, it looks pretty sound, barring some spatial and proportion differences. For example, in the concept, there's a walled in vertical space above the machinery in the top of your scene. The metal barrier in…