[FONT="] [/FONT] [FONT="]Naughty Dog Santa Monica, CA [/FONT][FONT="]www.naughtydog.comAbout our company Naughty Dog is the developer of critically acclaimed and top-selling titles including the Crash Bandicoot franchise, Jak and Daxter franchise and Uncharted: Drakes Fortune. Were a relatively small team…
I have this one and I love it. It covers a broad range of topics regarding light that can be applied to pretty much any visual medium. [ame="https://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X/ref=sr_1_1?ie=UTF8&qid=1398914381&sr=8-1&keywords=richard+yot+light"]Light for Visual Artists:…
My suggestion would be to first cut out the fog, or at least reduce it down to a very minimal for now. I'd also turn off the rain, because both those are really making it hard to see what you've got currently in terms of model and texture work. Then I'd maybe go over your lighting, just so you have a base. It seems like…
Heya, i use 3ds max for my baking, and i think the edge padding might be one of the issues im having with the normal lighting pass: [ame=" https://www.youtube.com/watch?v=qhijZHe1QEA"]chaos_test_scene2 - YouTube[/ame] Someone mentioned shading groups might be my problem, and im using UVW lightmap co-ords from my base…
Hey guys, I am trying to make a fake volumetric light effect (for a flash light) tow ork with an iPhone game.. I can't figure out a good way to go about this. I tried to make 2 planes and have them cross like this: | ------- | But that doesn't look to great... I can clearly see the crossing in game. here is a screenshot of…
If you wanna model hardsurface, you might consider using a low gloss level so you can better judges the curvature, right now its impossible to spot any pinching or problems. Your edges are also far too tight to show up in a normal map if you decide to got that route. That said, great modeling.
[ QUOTE ] thanks Matabus! I'll get on those textures first thing in the morning (I work nights). Now the whole light baking thing, wouldn't I need to have the UVs laid out where nothing overlaps? Or is this something I shouldn't even worry about right now? [/ QUOTE ] Possibly 2 sets of UV coordinates?
Hey man cool pics, might want to try and make some thicker details, right now it looks like if those last pieces were processed then compressed it would end up like a lot of indistinguishable noise. The details just look too spinly and tiny if that makes any sense. Keep at it though, stuffs tight :D
Hello guys. I am having some trouble with rendering my model. I am making a house and just finished the UVW map. I would like to make a clay render and use that technique to bake a nice base to start my texture with. The technique I use is a very simple common renderer, white skylight and Light Tracer as advanced lighting.…