The uv stuff would be great, but right now Im using google's model-viewer which is kinda limited, Im not sure thats possible right now. Switching to a custom 3d engine would open up more possibilities.
I like the idea of restricting it to a genre as with the previous Brawl. A fighting game stage gives a pretty good idea of scope and what you need to do. The current prompt right now can be anything. If we wanted to continue with the idea we can pick a popular genre (several new ones since 2011) and then let it go from…
This is a pretty cool thread, some good modeling some decent textures and a lot of good advice, that is actually being followed, awesome! I think you're really close to making this a fantastic environment. But I can't let you get away without a few crits: - I think you're swamp needs a canopy. When I google "Swamp" I see a…
@Mink well... the model is kind of upside down in substance painter, i thought it might be because of the light, but this problem also shows up in unity. I checked on a metal material i have at home, and you are right, but at the same time i feel like the effect is perhaps a bit to intense and spread on my bake.
Greetings Polycount, I've just started getting my Masters Degree in computer games design and for the first project I've been given, I have to build an environment from a piece of concept art from either Halo or World of Warcraft. I haven't attempted an environment piece in two years and last time I tried, it went…
Specifically, for X-COM-like games that have isometric 3D perspective, tile-based environment and gameplay where the environment is mostly cosmetic and seen from a distance. I've seen some workflow that jump into the materials and texture blending as soon as the basic geometry is in place, reserving the lighting for the…
Its funny cause that is very similar on how we started this project as well. Building patterns that I could only determine, hiding sequences that could only be read by particular methods. .. I've found that I am not the only one who has thought of this. Its in the back of most modeller's minds I think . Unfortunately most…
I'm working on a real-time environment, but is it worth trying to get the lighting to look good in Max's viewport, or should I just fake it in a render? I'm almost to the point of just importing it all to Unreal 3 so that the lighting works how I want it to. Any recommendations? I've had a look at several other lighting…
I was wondering since Lighting does not match up to the rendered mesh when using world position offset shader attribute, Is there a way to offset the lighting position threw shaders ? ( perhaps with the custom lighting attribute )