Looks pretty good man. I agree with everything said here so far. My only addition is that i feel that the lighting on your normal/specular/diffuse texture maps (on the lower right) could be a whole lot better. Get some dramatic lighting going on. Something with two contrasting colors on each side. Something that really…
Looking good man, solid model and tight uvs. You might have some problems getting proper padding going in some of the tighter areas, especially at the right border of the hand, could end up with some texture bleeding there.
Overlapping a symmetry uv is good to get a more higher texture density on other unique bits, but don't over do it cus you might get an artifact of what we call 'butterfly effect'. It's when you can see the pattern on you texture mirror right at the center of your mesh. For hands/ legs for example it's hard to tell since…
I'm having some trouble with my foliage. I applied some dense grass through the foliage paint but the results are less than desirable. On the left is unbaked lighting and on the right is baked lighting: all black. What creates that effect? I figure the dark sections on the right are just from a single sided plane with…
Hi all, I got environment scene witch uses my own mesh-skydome and I also have skylight with HDRI cubemap for my lighting conditions and one directional light. Do you need to use the same HDRI in Substance painter to match the same lighting. Guess you would. But doesn't my Mesh-sky dome also gonna influence my lighting…
Hi! We're starting pre-production on a game at my company and I'm gathering some reference for attractive character lighting solutions. I have to say Mario Galaxy's soft diffused look with that bounced rim light was very appealing and would suit our game well, but I am interested in any standout lighting that has been…
So, I repacked the UVs of my second tree, but it just moved the light problem.... could my problem be my light setup? I have a dominant directional light(basically the sun) and I have 8 other directional lights, wich basically give me the soft shadow color (to simulate light emitted by the rest of the sky). I'll experiment…
hey man, Unreal supports statically lit translucency only, not with dynamic lights (such as material editors viewport) If you set the transparency setting to translucent and keep the lighting model set to phong it should work. It wont appear correctly in the material editor preview because there is no baked static…
Hi all I am having some trouble with the lighting of my scene. I have created an old house and imported in UDK. It has 2 sets of UV, one for texture (with over lapping UVs) and the other for lighting (no over lapping UVs). However, after lighting the scene and building map, there are strange lights on the building (circled…
A collection of 10 lamps and lights to illuminate your levels with. Each object has been set up with the correct shaders and Unity lights, all ready to be dropped into your game environment. Available on the Unity Asset Store here: https://www.assetstore.unity3d.com/en/#!/content/30750 The full list of lights includes: *…