I'm making a test scene in CE3 and I need to turn off sunlight and use a basic 3 point light setup. I have a totally enclosed space yet the sunlight is essentially shining through and overshadowing the lights I have placed. I thought that turning the time of day to midnight might help but it desaturates my model due to…
Hi! Did you create manual lightmap UVs? Doing so, you could add another loop in the flat area and then lightmap UV the whole opening as a straightened strip. You could probably ditch the bevel and let the baked lighting do the edge smoothing. The other way would be to simply increase lightmap resolution. Share the mesh if…
ah, well if your mesh is fine then you maybe have 2 default lights which can produce nasty result. I never get which shortcut does it. Anyway, in the viewport, right click ont the "+">configure viewports>lighting and shadows > default lights > be sure 1 light is checked.
That reads better than the first version. I think if you're going to push further these are the things I'd work on. 1. Road - Right now it just terminates, and I can tell you want it to be the crest of a hill descending down into another area below. Consider pushing it further so that parts of it pass behind some of the…
well your best piece is Atrium so I might put that first. You seem to have a knack for interiors, I might think about that more. I'd personally get rid of the Japanese house piece. It is kinda bringing down the rest of your portfolio as it looks very WIP. theres no details in the texture which doesnt tell me a lot about…
I worked with both low poly and retopology. Low poly, to me, has similar challenges of pixel art: deceptively complicated. Every vertex counts, every edge matters, and it used to be super clunky to move them around. Retopology might be tricky depending on how you do it. I was always very surprised with 3d coat tools that…
Thanks for the replies and support everyone!! I loves me some polycount feedback. Matt and Daphz: Thanks for the paintovers guys, I went back and revisited the diffuse colors. Rendered out a couple of directional lightmaps (a top down and a bottom up) and used them as the base for color variation masks. Tried to work more…
Overall, I believe you did some solid high poly modeling for this piece. Though there some things that stand out that could be improved. Right now the entire texture has this Red/purple wash on it, almost looks monochromatic. It could just be the lighting. As a result, the entire model looks like rusted metal. If that is…
hey mike, cool stuff! These are nice environments.. the texturing really bothers me, I agree with MoP on the contrast and color choices. Honestly, it's just that Normaly Doomy3 look, not enough baked in light/contrast info in the texture. I'd encourage you to keep playing until you find a good balance, the rendering of…
I should have mentioned how I would address the unwrapping also. Each side would have its own unique UV space so the flipping wouldn't cause a seam. It would solve the need for a second UV channel in which all pieces have their own space, (already taken care of) for light and normal maps. At that point you might as well…