Magic Carpet was just deforming heightmaps if I remember right. Easy enough, most engines are capable of it these days. Not sure how Red Faction handled it. You should probably check out the Battlefield Bad Company "Destruction" videos, it's got some footage and interviews which might shed some more light on that. Google it
I know theirs a few, I'll see if I can dig them up later. till then here's some of my notes from when I was learning it, some of it may be off but I've tried to update it to some degree (incoming wall of text): MAYA Notes Basics Menu names: 1st down (menu type) = Status line 2nd down (Tabs) = Shelf Left = Toolbox Spacebar…
You need more back light so that your shadows don't look as dark and you can see what is around. Look on the left of this building, the light from the moon is lighting that area. You have some nice backlight on the light blues. Maybe on your env you can have some of that light as a directional light that casts a shadow of…
model **3D model the Sig Sauer Romeo5 Red Dot Sight.** * Made in Blender, Substance Painter, and Marmoset Toolbag. * I used 4K Textures for the scope, and 1K texture (roughness only) for the lens. * *Polycount:16973* * *Vertex count:8916* https://www.cgtrader.com/products/sig-sauer-romeo5-red-dot-sight
A few things that jump to mind: The lighting needs a lot of work. I usually like to start with the main light source (light coming in from the outside) and get that looking right. In the scene, that one light source should be creating a lot of bounced lighting as seen from your screenshots. UDK has controls to affect…
Hey everyone, I'm having an absolute nightmare right now. So I've been heavily avoiding creating environments for a very very long time... the few I've done recently have been so lucky because it's somewhat avoided the issues I'm about to state but I've reached an impasse and desperately need reassurance/reeducating on how…
Sup Sean! :D Looking good! For your skybox I can't remember off the top of my head, but uncheck anything to do with shadows in the properties. I went a bit trial and error trying to find the right settings :S You should put a dominant directional light in there for some ambient light to show off the scene. Get a height fog…
Thanks :) I actually agree with you, I was looking for ways to get some red/deep orange in there. The best idea I had was to switch on the rear wing lights which are a reddy orange color, and then I can also have some nice irradiance light around there. It's something I'm considering, but I've set up the lighting to draw…
I'm trying to replicate the effect of sun hitting a window blind, and scattering in a cross-shaped pattern. This is for Unity using a Vive headset; it's for architects to preview different kinds of window shades in VR, so it needs to be as accurate as I can make it. I'm using Shader Forge. I know I can use a dot product to…
@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.