We started looking into Unity at work (mobile games developer, VisualDreams) and I thought that I would try to get up to speed with it by doing a simple hand painted dungeon. Diffuse and lightmaps only. I just started creating some simple tiles and textures. There are some lightmap seams and since I haven't made something…
Hello, I was wondering before I get started on a large scale project I wanted to start - The scene is a small town of a medieval era Lots of houses So I was wondering what would be more beneficial in terms of quality and memory Should I: A - Build all pieces separately, Lightmap them separately, and then build the…
I'm wondering this as well. I'm pretty sure the decimal based grid size doesn't work in Max. Also, I've heard that the correct math isn't 1/256 it's actually 1/254 because Unreal uses a 1 pixel border around lightmaps for filtering which means you lose two pixels so you need to divide 1 by 2 less than your lightmap…
Beast wont be in any UDK release. Requires that you have access to the source C information of the engine. Plus this is a huge market for Autodesk. Pretty awesome stuff though, we had a live showcase over at SCAD for BEAST and the other middleware products. The AI stuff is crazy and HIK is ridiculous. Autodesk middleware…
Hey Meggie! When I made my Sampa scene I tried going fully dynamic too and imo unless you are making a game that requires dynamic day and night cycles you should stick with Static lights (static, not stationary as those are dynamic too). Using lightmaps not only is much much cheaper render wise, but you also get a lot…
Is the ground BSP or a static mesh? If it is BSP you need to use a lower lightmap resolution isntead of higher (The value is the size of the texels). If it is a static mesh you probably need a very high resolution to get any shadows. What you could do just as a test is replace the ground mesh with BSP and put the…
Apologies for resurrecting such an old thread, but in case anybody else comes across this thread wondering why their specular highlights are dead and normal detail is muted, it may simply be a matter of going into the material properties under Misc and unchecking "Use lightmap specular", and then converting lights to…
It depends on the game engine. The lighting tech in RFOM is basically that they bake the lighting into a special kind of normal map that stores the lighting directions. Then the regular tiled normal maps use this special lighting normalmap to apply directional lighting. They also use vertex color to color the lighting,…
What do you mean? Do you mean to say that you don't like their use of Ataru form in the lightsaber combat scenes? Anakin was a heavier user of Ataru than Obiwan. Obiwan relied more on Soresu, which is what you saw in his final battle against Greivous. Personally, I think the fight choreography was one of the best parts of…
its cuz its too dark a shade of green i think. imo, the technique used to make lightsabers works nice: 2 layers - layer 1 [on top] : white, gaussian blurred, gaussian blurred again - layer 2 [bottom] : colour layer [green in this case] gaussian blurred once i still agree that the blue looks nicer. its overused cuz it looks…