It's amazing what people can come up with these days artistically in games. Ubisoft- loved what you are guys are doing- keep it up :) [ame=" http://www.youtube.com/watch?v=RVfyPk34wQ8"]Child of Light Announcement Trailer Beware of the Night [IT] - YouTube[/ame]
Hello :DThis thread is one of my favourites and I'm just mucking around in Max right now with some of my own lowpoly stuff. I already have my viewport set up to render unfiltered but I am hoping others can help me with some specific questions about lighting/rendering in Max for lowpoly assets. What I want is to get shadows…
Maya 2012 Transfer maps envelope not right So while I am trying to make normals using the envelope searching for the high mesh my envelope turns into a screwy looking cone I have tried different "seeking" methods of the envelope under Advanced Options inside of the Transfer Maps window, but they don't seem to change the…
Hey guys quick question, I'm working on a arcade environment and many of the assets deal with lots of those little light bulbs that attract people's attention on the more old school arcade/fair games. I was wondering if there is any way to model them without using to many polys. In order to get the silhouette right I had…
Hello everybody!!! I pass the last month trying to find a way to make the grass in my scene shadowed well, but I can't :( I would like to ask you if you have any ideas or if you have this problem right now. Please find some of the setting that I put on my scene in the picture. My idea is to have a precomputed shadow for…
Hi! Before anyone asks why I'm using UDK rather than UE4 is because UDK allows me to export lightmaps which i can later import them in another engine (Mirror's Edge related modding which also uses an older version of UE3 without lightmass). The thing I'm encountering is a lot of lighting artifacts which i can't get rid…
Here is a skeletal mesh I have in my scene. I've made a blueprint that lets the player open and close the drawers with a left click. As you can see on the example on the right, the lighting is incorrect on parts of the mesh that are close to each other when the doors are closed. I've tried using both stationary and movable…
Win 8.1 Loading the diving helmet scene works perfectly so my system and card are ok, so I am missing something basic. Adding a light via the top menu makes my scene white. The light is an omni but changing the brightness only changes the scene from flat white to flat black. Nothing else is visible. Also the manual says…
I definitely prefer the colours in this iteration! Although you're right about it seeming a bit dark - the foreground elements still need to be more brought-out and separated from the background. Perhaps you could increase the brightness and radial influence of the lamps to create patches of more high-value areas in the…