Reuploaded the images. Strange enough that they were displayed on my computer, but not on my phone, as I realized this morning. I hope it works now. Concerning the colours in my normal map: The difference between my map and the example that you found is, that my tiles are arranged diagonally in the map. As far as I have…
Be sure to use colors for your darks and brights rather than mixing in neutral white and black. Right now all the bright areas of your newest piece go to greyish white. For skin in particular pay attention to how light bounces and scatters across the surface -- look up the 3D rendering concepts of sub surface scattering,…
hey guys. thanks for the inputs. i added reflections, but i have to really tweak them to show right. angles are off, they only look good from certain angles, etc. i have to rotate the cubemap so they are facing the right way. all in all, the reflections are present, (as you can see from the light reflection on the tiles) i…
I created the materials for the walls in Substance Designer using an instance with a different color for the right side. The light in the Unreal scene is still temporary. I used Vertex Color for the first time on the dark walls using an albedo map with dirt I also created in Substance Designer. (Still need to do the same…
it's actually MORE than that too...if i recall correctly. It has to render the mesh once per material per dynamic light that touches it, which is why UE3 has its lightenvironment stuff for dynamic actors and why its dynamic lights can be so expensive. If you place an object with three materials and put two dynamic lights…
The scene is looking great man, I agree that the new lights look much better. To push them even further it might be worth it to take the layer that you made the blue dots on in your texture and use it as a height map in crazy bump so you can get little normal mapped recesses around the lights. And other than that I think…
three are no sharp edges in real life. That's the main reason I can see for making a HP of the kind of model you've got there. All edges have a slight curve to them which catches light in a certain way- otherwise it'd be razor-edged on each side! The HP and bake will reflect this. It might seem subtle but the result to the…
Thanks HolBol! You are right. I haven't really practiced lightning at all. I guess I need to find some tutorials about that subject next :) Had hard time trying to make those lanterns work and I didn't really figure out how I could make those look better. Lights are added in toolbag.
[ 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?
What was your reference? Because you're off to a good start, but it just looks a bit unappetizing at a first glance (soft, smushy and somewhat shiny), but I might simply be expecting a different kind of bread. The softness might be due to the mesh bulging out between the cuts and the cuts sloping down too gently in some…