I'm interested in those notes! I'm looking at the latest project 8 screenshots and I don't see any ao, bounce or direction soft shadows, also a lot of the environment appears to be vertex lit? I'm a wrong? http://media.xbox360.gamespy.com/media/803/803274/img_3876001.html
Without any scripts, you want to flip it, then change the move pivot to one of the verts (hold d and v key and move pivot to some vertex). Then make sure the translate settings are set to retain component spacing, and hold v and move one shell to snap to the other shell.
For anything game model related use printscreen. Throwing a pre-rendered light on a real-time model never looks good to me. It doesn't give a lot of indication to what the model would look like in a game that uses real-time, vertex or per-pixel based lighting.
Sorry, thought there was maybe a general workflow for this. I’m using Maya and UE4. just wondering if there’s a technique for not getting any seams whatsoever between all of your modular pieces that connect together? Assuming there’s maybe just some vertex blending where the seam is where the modular pieces meet?
The color variation from the lighting in this is really nice. I feel like the cave itself could use some more variation, whether it's with some other textures vertex colored in or some other larger forms (maybe more roots?) around the area to break up some of the monotony.
1. side view, draw a spline like so: |_ 2. In edit vertex mode for the spline just select the middle one and fillet it, you'll get a nice curved transition. 3. Slap an extrude modifier on it, make it as long as you want. There you go, a quick infinity curve :)
thanks, so, after I have a discussion in discord with @JedTheKrampus I learned good new things. all the problems were between the vertex and pixel shader . in the image it shows what I mean : Unity : so yeah, now I get all the points thanks guys.
Updated: Thanks for the shading tips guys: here's my progress: I'm working with composite materials right now but I can't get them to display in the viewport properly. It makes it really hard to paint roads. Is this the proper way to paint terrain? I'm using vertex color method.
Armageddon : not sure which buildings you mean or what the question is. Most brick buildings are done via vertex blends. If your talking about the distant buildings in the beach level that is matte painting placed on a 3d geo to give it some parallax. If your talking about others not sure.
k, i kept on working more on the stuff :) Here is Diffuse texture at its current state. Still lacking grids on rear plate above the engine. And i steel need to add some stuff here and there. Currently displayed only fullbright with vertex colors: and a closeup shot of the front: