ok so first of all you take the high poly model and go to colour>batchbake> options box. Set the colour mode to Occlusion and fill texture seams to 3, change the resolution too. When this is finshed baking it automatically assigns it to the incandesence channel so break that connection and assign it to the diffuse channel.…
1 - As far as I know, all the HDRIs from 3DO are curated from various HDRI resources online. You can't swap out HDRIs in 3DO right now but in the next update of 3DO this will be an option. 2 - Each HDRI has one directional light attached to it, these values are untweakable, and will likely remain so. You are right in that…
Two possible methods I can think of. * Make a tiling alpha and apply it using surface noise and some clever UV mapping. You'll probably end up with some distortion to tidy up and/or some cut off sections of the tiling map. Save a morph target before hand so you can paint out some of the unwanted parts. This is a quick and…
previous piece is on hold for a while..<br> <br> slmost done with this one, thought I would post it here.. I'll make a scene with this to exercise presentation a bit, because it still is my weakest point <img alt="D" height="20"><br> <br> sadly it's a bit too low poly, especially the hair.. but I wont make the same mistake…
yea, the scale on a lot of things seems really off/cartoony. use reference for EVERYTHING dont try and create things from memory. also, evenything in the scene is really basic, boxy and square shapes. This makes everything look super basic and really jr in terms of complexity and modeling ability. get some rounded shapes,…
I am a little late but I will post this none the less for whoever views this thread later. You can create a tool to copy transform values from one object to another rather simply. Go into the script editor and under MEL paste this code: string $selCtrl[] = `ls -sl`; //Get values from Source… float $srcTX = `getAttr…
Normalizing a normal map doesn't change it's tangents. You can use handplane and generate a normal map for each target engine, these videos should help http://www.youtube.com/user/handplane3d/videos For specular Gloss controls how big or how small and tight the highlights are, a chrome ball would have a small tight…
@TomGT Thank you for the suggestion. Agreed that it was too bright, I'll do something about it. I'm so glad that i could nailed her likeness. :) @Alemja Ah, yes, her legs, i see it. I was sleepy at the time i posted the presentation shot, and i didn't realize my mistakes. Definitely will have to check them out. Thank you…
Indeed, I personally would go with much lower res lightmaps and higher settings. In your scene I would do this: - Set everything to vertex baked. - Do a bake and see how the assets look. - Good looking models I leave to vertex, bad ones I use lightmaps for( i never really go back to add more vertices, too tedious, but I do…
Really quick paint over of a few areas. I think your main issues is all the cylinders and bevels. No matter how much you save on the main "body" they are always going to be munching the poly count. Do you have a target your aiming for? I'm sure if you removed even a few of the divisions in some of the cylinders you'd see a…