Cheers guys! Spent a little more time on this, not that much though. Got something i like now working for the entrance area, it doesn't blend into the massive walls just yet as well as i'd hoped, but that's on my to-do list. It also needs a bit more bits and bobs along the walls inside the tunnel too, not enough detail…
You're an inspirational concept artist, and all of the 3d skills are productive for concept art. Being able to mock up models and pieces is great. Plenty of people can make cool 3d models, relatively few have the design sense and drawing fundamentals that you do. Go the 2d/design route and bless us all with awesome looking…
his work was always great and awe inspiring, one of those people you just want to examine over every detail in an attempt to break it down. had myself looking at it again the other day, the way he mixed soft quilted spacey designs with amazing hard surface was just great and could blend and integrate those elements…
Yeah generally this is done in the compositing app though. You can "undo" the blending with the background that happens in most renders. I guess you could call it Post Divide. I think the math would be (ImageColor.rgb /= ImageColor.a) assuming the background color is black. Most compositing software allows you to import…
Yeah, those are all the things I need to improve on, lol. Several people have told me about the ground blending, but I still don't know how do it. Link me? And about the 1080P, how would I do this? The file exported from premiere is 720x480. Not sure if it's a premiere thing or a youtube thing. Thanks for the crit!
Why didn't you model this as a single piece of geo? The normal vectors of the separate meshes won't be continuous so seams will occur in the bake. Baking multiple objects/elements is no problem but it's usually for objects that are actually supposed to be separated. You can edit the normals to blend them together but it…
Nice job. Regardless of this being a school project when you have time bring it up again and really just polish this up this can be a really nice environment study for your portfolio. Really all it needs is blend layers and pushing the textures that extra notch... maybe a little bit more on the lighting and ambient fx like…
Adding some depth to the landscape materials. Adding smaller foliage and scatter meshes. Made the ground textures heightmap blend better. Adding a more realistic road texture (photosourced). Going to add some dead trees and red trees soon to replace the green placeholders. Next, will start on the hero meshes soon -- boat…
You mean he explains it after that? Well I guess I should have finished the video before I asked - doh! Thank you so much for your help! I didn't know that about FX maps. Only thing is, combining the AO nodes into a blend node doesn't work, because the AO node won't connect
This looks too modular. As in, broken into too many pieces in a non-necessary situation. It's a flat wall with windows cut into it. However, did you setup 2nd channel light map UVs? And if you did, did you keep them on an accurate pixel grid (in max) of their respective resolution (in UDK)? If not, the lightmaps' edges…