Hey guys. I`m trying to make a shadow catcher for use in a Maya scene. It`s an interior and the catcher works well but only when the roof has been hidden. If its not then the alpha becomes almost completely white. I`m really confused by this one so any help would be awesome. Here is the scene
UPDATE: Been really really busy and decided to get back to this scene, although i have also decided to go in a different direction ill throw up some concepts. currently my plan is to only make this as a scene and maybe if i have time turn it into a map. so far i finished this gas pump:
Hello, I have a problem. This is my scene in viewport: This is my scene in-game: I get horrible seams due to lightmap resing down, how can I remove the LOD, to take a good tiled shot? Also wtf is happening on the right screenspace?! How do I fight it?
So I have a stock UDK fire in my scene but want it to use it as a light source sort of like this http://www.lee-3d.com/?p=206 where you see the fire and flames flickering in a couple of seconds...is there anyway i can apply it to my scene because all i have now is fire is on torch and a spotlight next to torch.
This is my 3d rendition of a project designed by Emil Osorio Schmied and photographed by Fernando Ruz. I used 3dsmax and Corona with no hdr image. The scene is lit with simple sun and corona sky. All textures are handpainted. No photo textures were used. No post processing either as this is the raw render straight out of…
Hey, I was trying to export out a scene to a viewer but I'm having some issues with the camera clipping. The scene is real world size so I wouldn't think that would be an issue. The first screenshot is directly out of Marmoset Toolbag 3.04 and the next picture is the viewer preview. If anyone has any solutions or…
Love the new direction and lighting updates. Looks dope! I'd love to see a little more silhouette on the buildings though. I've never been a fan of 3D scenes with the sky blown out, scene needs skybox/sky solution to work...
The beginning of my rebooted project. Line of props and modules in my Blender file. Beginning of my scene assembly in UE5 Assembled scene in UE5. Proto & whitebox stage. I did quick pass on terrain too to have a bit of variation going there.
Thank you all @poopipe @Axi5 @Bruno Afonseca I decide to set the soft cap at ~3000 tris per prop and test them in a scene later. By then I should be able to reduce poly in 10s of thousands per scene (if necessary).
Thats looking ok for starters. It would be easier to judge if you had reference or concept art to give us some idea of what the scene will look like. That will give everyone a better idea of how/if objects and textures fit into the scene. Will be watching