I use e-light to bake AO maps a la old school lightdome style, maybe inverting the lights after you set up the dome array would solve the interior problem.
Go to this thread: http://boards.polycount.net/showthread.php?t=54311 Problem solved! :) [edit] Works for me at least, but like Vig said; then I want to do too much and spread myself too thin.
Bah! I thought I had tried everything and googled.. And now I found the Hotbox Controls to the right where I somehow must have accidently triggered "Rendering Only". Problem solved!
In short, make the road domed and add an alpha on the edges to fade it into the terrain, which will help solve the clipping issues. If you look at a real road, they rise slightly toward the center to shed water to the gutter.
Update on the pillar.I had a hard time using the surface noise in ZBrush, it inflated the whole mesh when I applied the noise to the mesh, has anyone had the same problem and/or knows how to solve it?
interesting. my only comment is that the armpit area is too vacant, and that those backfat folds might need to be brought up a tiny bit in that area. i assume this will be solved as the arms are filled out though
I sometimes solve modeling 'problems', which I've been busting my brains on during the day, in my sleep, like how to unwrap a certain model and how to best arrange the maps. It's awesome.
Take a few of the millions from each of the executives and place it back into the industry. Get rid of private jets, executive suites and all that jazz... Cap their salaries at $1 million a year.. problem solved. :p
you solved flying cars for the most part...invisible wheel model + flying cart. tada... the flying carts would hover at the height the rolling ones go, so it'd be basically the same... right?
Well. turns out this is a limitation of Unreal. They use a heavy temporal filter to smooth out the fog. but its really bad with moving lights. WE can turn this filter off, but other stuff will break. I managed to do what I want by tweaking the volumetric gain of the light and its intensity. So, kinda solved.