Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
Sort of. Point lights have an option called "source radius" that can give the light an "area" effect. But, as far as I know, not as a rectangle. https://docs.unrealengine.com/en-us/Resources/ContentExamples/Lighting/5_1 And, you have to bake it for the shadows to look right.
I met a traveler on a green foreign forum page He seems to learn a
lot through his experience and age My hat is off for
any wisdom to be spare. End even no need for any goat sacrifices as a fare for gods to please
them in my sake , to be awake and drive beyond
what lurking evil might be there. At first it might pretending…
you are never going to see the outside EXCEPT through that opening from the tent's door as you saw from the screenshots. Because to me the skybox looks really out of place with everything else. the sky box is a mesh and lighting it looks fake. as for the Jesus light you are right I will have to model/unwrap a tube for it.…
Hey @Port-Seven I think this asset is looking pretty good but your presentation could be better, especially the first image. If you create a more dramatic lighting setup that turns the forms more it will help get a bit more depth to the composition. Right now things are feeling a bit flat because of the lack of strong…
Im trying out Shader FX mostl, to just see the painting of diffuse and spec with normal maps from Photoshop. The default dx or phong render many times "forgets" to update the textures. That and the DX shader of standard material 90% of the time renders the object as unspecular phong, no matter my settings (this is Max 9).…
Hey Pogo, This looks like a really cool start! I like the wallpaper but as others have said, adding a bit of discoloration or staining across the surface will help sell the age. Yellow is a great choice though, makes me feel a bit uneasy so that's totally working. Concerning your lighting, the scene is pretty even across…
[ QUOTE ] I LOVE this style, Rob G. One thing you might work on in the future is how these guys will look with in-game lighting. It seems like, right now, all the lighting is painted into the texture. That's not so bad, just something to experiment with going forward. [/ QUOTE ] Who cares? In-game lighting sucks. I've…
Ok quick question. I have a modular piece where I have deleted some polygons in the back the player will never see. When I put a dominate directional light it of course shines right through the backface of the model causing lighting problems. One guy mentioned somthing about making the material 2 sided. How do you do that…