I have a question regarding the parts of this scene which will be emissive - I was thinking it would be better to have all the computer-y lights, the white and blue lights on the inside and outide of the chambers, the panel above the door, and even the emissive lights in the next hallway all on one texture so they could…
I believe someone will be giving a talk at SIGGRAPH about implementing Ptex for real-time use, which is interesting. Perhaps with next-gen PC-only titles we could see someone moving to it (once graphics memory increases). As I understand it from a brief conversation with a vfx TD, the biggest downside of Ptex is the lack…
There's something about the pink trees that just isn't working for me. I don't know if it's the lack of a taper for the front, the domination of the darker areas in the closer trees, or something else, but they just don't rise to the quality of your other trees. In that same third image, the light is very strong - noon on…
This is taking so long to finish. Here is some advance with some final lowpoly assets and highpoly models from wich I'm going to extract some textures. Every pipe shape is made of the same 6 modular pieces. @JayS Wow, that's some serious advance. Can't wait to see some textures. @BakertheGameMaker Right now the blockout is…
Good start man, you have a nice architectural base with some good initial materials and modular sets. Ambitious project too, I'm sure you can learn a lot from it :) Now for the critique: Firstly, the lighting is very flat - you'll want to play up the dome in the middle and maybe bring in some interesting light to sell the…
Probably because it is true. Once programs send information back and forth to one another seamlessly (Mud Walker) and navigation is consistent from one to another (example: implementation of maya's navigation into 3ds max 2013)... They will probably start selling all of their packages as modular packages. So if all you…
will still do a vid or a outline on what i do but this here is more or less the exact method i use for masked vertex blend materials. http://www.laurenscorijn.com/vertex-blending-snow.html i just tend to push it a bit farther by having it deadon the original normals and blend between 2 detail normals along with all the…
Working on my jail from the modular design contest. I decided to finish it before I do anything else. I'm not to happy with the bricks since they don't look to me like the ones on the jail ref. I'm testing the normal map in the shot to see how it would look. I was wondering if just making it be similar was good enough.…
Yeah, pretty close. I actually meant just using a plain 'block' of white. I almost mentioned that but didn't. I think if the lower 'horizontal' pieces were more plain it would make the final trim up top stand out more. I know you're doing the modular thing, so not sure if you want to have an extra piece that's more plain…
thanks guys! Willburforce- thanks! the stretched part is actually its own texture, its the boards on which roof tiles are added. but i agree about the roof. the house was originally build to be part of a modular housing set for a level we are building in class, but the idea was sort of scrapped. here is some more recent…