Don't really have the time to do more than help out here in this thread, sorry. Basically, you need to reduce your yellows by decreasing your green and blue channel, add bluish/turqois - fog/particles. Remove thin type of foliage to reduce noise. Bring out the actual color of your props, don't wash your environment with…
I didn't get to work on the model that much this weekend :( I made the wings larger and adjusted the legs and feet and shrank his butt/hips down a little. The wings does not look good, but Im not sure how I make them look more round and simultaneously keep the polycount down, tip much appreciated! I'm planning on adding…
Yeah, again, i'm only artist with light knowledge of the technical stuff. Gamma correction is also a different issue. In liner workflow, ligtht calculation is made in gamma 1 with diffuse textures at gamma 1, and only at the end the gamma 2.2 is applied. I do think the lightmaps shouldn't be gamma corrected. Only the final…
@ NomadSoul2501, WesleyArthur, chrisjuuuh You both are super right about the rocks and trees. I went through and mixed up their sized and rotations. When I create more types of trees it will hopefully get rid of the problem tree problem. And as for the rocks, I'll look around for more inspiration. I definitely need more…
You need to uv sets to do that. In Maya add a uv sethttps://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-45D44211-6020-4B20-A51C-7A1FD9232827-htm.html in the second set make sure all of the 0 to 1 uv space. In unreal engine you can get the two materials to blend in…
So I played with the lighting and shadows a bit, this any better, have tips to help me improve it? @scaryhands - I have the stone on the wall tiled so I am not really sure how to go about adding specific grunge to parts of it. I tried using vertex painting but I can't seem to get the desired effect. It seems to just wipe…
What are your system units set to ? Don't forget that Max as seperated settings for the units it displays vs. units it internally uses ( = system units ). All the jumping and jagged lines sound like you have got a system unit scale issue . Or do you have created some far far off object by accident ? or some far far off…
I've used a similar technique to get "directional" AO before, but I feel it doesn't usually work very well on characters unless they're going in an engine that doesn't support much in the way of realtime lighting. Even if you just have vertex lighting in an engine, directional AO in character textures seems to be overdoing…
Last shot looks great! As you already said about the tree(s) could use a bit more work. I think the problem with the vegetation overall is that the leaves feel very solid like they wouldn't let any light through them. I think you can definitely create some cool shader effects for that in udk, but as you said it'd also be…
It's not suddenly caring; you could never reconstruct levels below one with triangles. It's not so much a polygon reduction technique as it is reverse subdivision. If there was anything to reconstruct, your mesh would have been currently all quads (the triangle being 3 quads). Once it hits topology like that, it would have…