I've heard quite a few techniques for cranking up the normal map info in Unreal. Unfortunately, it is my opinion that Unreal3 just has a fairly cheap and weak method of rendering normal maps. Making heavy AO passes in the Diffuse map is such a hack, but that's one good way of faking it. In Sandbox, by contrast, some of my…
Technically, to paint a landscape you would use landscape layers to paint in the landscape tab, which is slightly different than painting by vertex. You still may often paint models by vertex with a pretty complex material setup. You can use your vertex colors as a blend in a lerp node between multiple colors, normals, or…
Thanks everyone. I was happy to find a saved game on my PS3 copy standing right outside of Balamb Garden. This way I can quickly walk around having it on the TV while I'm blocking out. Its crucial to get this part right. After getting many of the small pieces sized, I realized the circular hallway wasn't long enough (I was…
Made a texture atlas for some scraps of paper and trash on the ground as well as some shelves with props. Props so far are medical bins and storage boxes that hold papers inside of them. I could be more creative with the shelf design, so I'll revisit that asset. Furthermore, I changed the tile size on the floor to a larger…
Good Choices! It's been a pity to have fallen out of the November / December challenge and not do the January / February challenge, so I'll try to job back in for March / April! :D I'm going to attempt both props this time: The hand painted prop will be done in ZBrush for the high res, and I think I'm going to use Modo for…
Nice props, although if your looking for an environment artists position you really need to have a complete scene. Although I'm assuming your props are part of a bigger picture? Oh and a bit of advice could be that if you used custom normals on your model you wouldn't get so much warping correction in your normal and it…
The home stretch! Just have a few props to do then spend some good time nailing down the lighting I'm going to call it done. First off here is an engine part with a brace as if it were extracted from a mech and being worked on. You can also see the tool cart prop that I made as well as the new crate texture. The textures…
So here's an update, made the tunnel from modular pieces and changed the layout a few times but think I have it now. Wanted some points of interest so there's a collapsed ceiling, staircase and dropshaft area. Also made some props, thought the polycount might be a little high but there are some extra loops for vertex…
Nice to see you aiming to sort stuff out zacD... good luck with the applications. The impression I get from this stuff, is that you are capable and know the stuff, just a case of getting it all finished. I am really liking: - the facade! I dig the modular from texture approach. Nice to see it develop now, looks great so…
Hey everybody new Update ! without post process (well except the last one ....) So i added computers , chairs and lockers ! Changed a little bit the layout of the room . Also the mood : But i'm not very happy about it .. So my next challenge : models more props and the core And my problems : -i'll like to find a good mood…