As pior implied, you really only need to know the hows to create assets. That is knowing what maps you need for an asset and how to make them. For pretty much 100% of instances you will need: - Color map. This is the flat color of your asset. There shouldn't be any shading in this map unless you're doing something…
Hi all Polycounters, I think I found the right lighting after the drab first set and then the over saturated and high contrast but finally now it has the right amount of lighting and better placement of lights. Here's a few screen shots. https://www.youtube.com/watch?v=TFU0uJyt4Ag Here is a reference image shot I took for…
when under seemingly spacific lighting conditions (ie. light from the sun is present on screen) my screen is literally split from bottom left to top right corner. the top left half of the screen shows lighting/godrays/all the good stuff. the bottom right corner shows everything as if it's lit without the sun being there.…
Update: Trying to get the lighting right tell me what you guys think. Note this is not production lightmass build. I really like this one, might say this is the one but want to add some more color variation.
For sure. Without you mentioning they were houses, I just perceived them to be decorative foliage. I would probably also add a stronger light sources on the arch. It's fighting for attention with the Flood Inn's sign right now
Might not be what your talking about, but you did increase the light map resolution in the surface properties right? Do that and rebuild, and you should get something close. Or I could have missed the question all together. :(
its really nice to see someone willing to learn from the root yes 2d is actually an ESSENTIAL skill before doing any 3D at all 3d may look nice and flashy but without much if any 2d experience, even the best 3d tools will be useless, almost like driving without a license, its pretty much just asking for trouble well,…
@doses222 This is looking great, man! Absolutely stunning idea and the highpoly. My favorite by far! Now that you've started the diffuse, there's an itty-bitty correction i'd like to offer while you're not too deep into the process. 1. Color treatment. Right now your texture looks a little off. this is mainly due to the…
Right, yea thats the best clip i have of it unfortunately but basically it's not a texture, that light on the spheres is actually dynamically projected on and isn't a light map of any kind. which means the lighting should be able to dynamically light these objects from any angle and you would get the same "hailstone"…
This is based on Alex Moody's briefcase tutorial from 3dmotive. I've done a little subD on and off for a few years and messed with the basic materials in Max, but this is the first time I've really done anything else. All done in Max and Photoshop. Screenshots are from the Max viewport. The entire process took forever, but…