At first - sorry for my english. I have an object, and unwraped UVs for it (for diffuse texture) on 1st map channel. I choose again 'Unwrap UVW' and change map channel on 2nd, then click 'Edit UVW' and I'm changing UVs for e.g. lightmap (or I'm doing it automatically by some program) - and ethg is allright. And now, when I…
Hi folks I am trying to learn more about light map and vertex color lighting after coming across the Polycount wiki on lightmaps: http://wiki.polycount.com/LightMap?highlight=%28\bCategoryTexturing\b%29 Can anyone correct my assumptions which I am sure is wrong? You create lightmap lighting by creating a secondary UV map…
I have what I hope is a simple question. I'm working on a scene with a lot of repeating textures, mostly concrete, but I'd like to apply a AO map to the environment. However, it's for an online game and memory is at a premium. Most of the meshes are static and it's an indoor environment. My thoughts on how to do this so…
You definitely do get global-illumination reflections with LPV, but they're quite low-resolution compared to what you would get from an environment probe. In this screenshot I placed a large green metal wall behind me, and a perfect mirror ball and a prop in front of me. You can see that there are reflections from LPV on…
you should try to make your model out of a single shell. Like you had booleaned the meshes together. This will give a much better result for lightmapping. The more seams you have in your mesh the more likely that your mesh will have errors. However for a mesh this large it's probably ok to have 256 as a resolution. You can…
Since it's auto generating it might be that it uv'ed a split right down the center for that second uv channel. And then when it renders the lightmap, its at such a low resolution that any difference shading is really obvious. You might be able to check and make sure in the model viewer and just looking at the uv's. If…
Latest: [Original] Decided to take part in the Quixel #scifiathlon2016 contest. I didn't have a model and have wanted to do a lightsaber for some time. So I figured I would do a dirty / dusty version of Luke's saber from ESB. I am almost finished with the high poly and am leaving a few of the details to do with quixel…
Cheers guys :) Tut 3 Zbrush Matcaps/Lightcaps A couple people inquired about my matcaps for Zbrush; It's actually a Lightcap more than matcap, underneath its just one of the standards like 'Matcap Gray'. I usually stick atleast 3 lights; a soft front light large aperture, a strong small aperture for the spec, and a dim…
thanks Ihazard, ajr2764! I've done more work on both air vent types, the big machines, some of the walls, and the large pipe terminators on the ceiling. I also have more questions! 1) My trim meshes on the second floor have hideous edges which go to black. Why is this? The lightmap UVs aren't wrapping, and there's no…
i liked it... I think a bit more concentration on the story... and I think maybe the person doing the voiceover was trying a bit too hard to sound grissled... relax . I think some good inspiration could be taken from the mel gibson film "Payback" to get those whitty 2-liners that work well for this... overall its was a fun…