There's not enough verts to bake light spilling in from a door way (the rooms are literally cubes) but I think I can figure something out to get a bit more variety, have some back lit rooms with the verts on different sides paint and fading away. That on top of a few actually lit hero rooms and hopefully that should be…
I live the texture work in this piece. The 3d room is not quite the same scale as in the concept though. It looks as though in the concept the room should be twice as large. The lighting also need a little tweaking. Perhaps add a little more light from the ceiling flooding into the room. overall very solid piece, just need…
For game animations, I animate the root controller quite often. But I put the animation in a layer and mute the layer when exporting to the game. This is really useful when doing a jump animation or a getting the feet to plant just right. Some games need that animation though. In Unity you can use a "Root Motion" option to…
When I made my first whole room I hadn't in mind that i would repeat a certain wall panel multiple times and stuff like that. Modularity is the keyword, now before i would create a room i would most certainly make sure that i work with a grid, so that the room is 6 units long with a wallpiece for one unit and so on.
ohhhh THAT room! Hell yea, that room was badass. I thought u were talking about the room u go into where u have to shoot the asteroids (worst part of the game) and to get there u have to go along the outside of the ship in zero gravity. Anyway, looks good so far, cant wait to see your progress. Dead Space fucking rules.
I'm currently working on a first person dungeon crawler with dynamic combat, and I currently have a team with a composer and a programmer in addition to myself, but I'm also going to need a 3D artist. There's a short pre-development demo that I made on itch.io to serve as a proof of concept, and the engine being used by…
I started playing around in 3ds Max to see if I could find anything interesting, tried giving the crumbling patio a go as well instead of just writing it off straight away. Something like this possibly, with extra plants in the bottom corners too? I think the pain issue is the main large wall at the back, as the base shape…
@Carabiner : Thanks and will list what are the things are procedural. Currently its a simple WW2 style barrack with width and height as a base and will do complex building variation in future. * All the wood edges, windows glass breaks are procedurally generated. * Placement of beds and tables. * support beams for the…
This one took almost 2 hours looks like there is a bit of noise in the diffuse indirect and a whole but load of it in the specular indirect, specular direct looks pretty clean tho all of the lights were set to 15 samples to fix the specular indirect, do I just need to crank up the specular samples? (thats what the…
awesome work man!! i love the clean feel of them - reading very well! i think though that any deeper insets - like windows on your gate would benefit from extra geometry and having them actually inset in geo also - tops of the wooden palisade could use some work i think - now it doesn't read like wood cross-section -…