You can generate a curvature map from your normal map in XNormal or Substance Designer as well as Knald. You can also bake a curvature map in XNormal. The reason why you usually would want to have a curvature map is because it helps you create wear on the edges of your model and dust and dirt in the crevasses, so you…
Doing the unwrap right now. Not sure about how I did my packing, and there are a couple problem areas. UVs: This is right under the edge just above the grip. Not sure if this amount of distortion is acceptable. Otherwise, I'll have to add another seam: This is a little bit harder to see. It's the ridge on the stock, just…
We are a gaming company looking to hire a talented artist to do lighting, camera work and some small 3d tasks. Requirements are: 1. Be a lighting TD. This includes implementing lighting and modifying all aspects of a scene to make the lighting as beautiful as possible. Editing materials, textures, and even modifying…
Its a plug n play networking engine that can be implemented in any stage of development. So basically, you have a single player game and then you buy/install this engine and boom, it becomes multiplayer. Right?! Thats what plug n play means to me at least. Runic should buy this for torchlight! And whats with the "do not…
straight forward question ... I like it :P try adding a dominant directional light to your scene and aiming it as though the sun is casting the light. all you should have to do after that is click the "render light shafts" check box under its properties. As long as your sun does not move you should be good to go. at a…
been doing a bit of experimenting in max, baking vertex lighting into objects, now simple radiosity gives nice results but im not getting enough light bleed, so i would like to add a bounce or two so that occluded underisdes get at least a touch of light, this has to be ready to convert so cannot be a render option must be…
Your shadows don't get dark enough. Basically the whole thing feels blown out. Near the back of the room should be a lot darker, while closer to the window should be about how bright it is now. To me it looks like there's some weird issues with the back wall in general. Like it's not accepting light correctly or something…
If you render just Diffuse and Shadow you might be right, but if you rener multiple Elements, maybe even multiple of one type (like LIghting direct and indirect separate), setting your scene up for each pass is not trivial and takes it's time, also rendering the image for each pass...using Render Elements is easier and…
I've finally had some time to work on this piece again. Sorry for being so slow, some coworkers and myself were spending all of our free time working on a prototype and we just wrapped it up last night. Here is a quick update before I head off to GDC. The two things I'm working on right now are the wall segments from the…
Right now is that the door looks like it is just placed in front of the wall and not actually attached to it. Im also not sure if the light would be hitting that much of the wall since the lamp you made is more covered up than the one in the concept. I did a paintover(first time doing that yay!..sorry if its crappy) Just…