I'm late to the party, as always -but since you asked for it, here's my two cents :) The biggest issue I think comes not necessarily from the scene composition or the assets, but more the believability of the scene; I'm no architect, but I do find it hard to believe that the third floor of the structure can in any way hold…
Hi there are a lot of things that can go wrong when baking normal maps. I'm not sure why you have these strong vertex shading in your normal map. Check if "Highpoly normals override tangent space" button is checked in the Low definition meshes options of your object. If you haven't done so already, start by reading all of…
Hi, It depends on where you are going to render / view the normal map. From https://www.marmoset.co/posts/toolbag-baking-tutorial/ "Most systems that render with normal maps make use of a tangent space, which is a system of coordinates that specifies the orientation of the surface at each point on the model. Tangent spaces…
Sorry for the late response! I have been fixing the all the stuff and this weekend I haven't been as productive as I use to be :( Grimfiction: backgrounds and vertex color variation on textures in UDK. I will add it into the planing! I will try to make the best to add it! Chrisradsby: I have been checking out scales and…
I gave a guy advice on his dissertation, maybe a month back. Please use the search function. Maybe this can help you too. Otherwise, Ryan Hawkins' Vertex is a good source of current workflows and challenges and trends, and I guess you could argue it's peer reviewed. As far as I know, books also count as accepted sources…
Nice work so far. Here's some constructive feedback for you: Consider adding some small points of coloured light (like Epic uses on all of the Gears' armour) on your environment assets such as doors or floor pieces. The bright circular vents on the walls near the floor look too flat and too bright. Try using either extra…
Have to update with a new post :) Journal Update 2: Big Update! Been pretty busy lately, I put pause on sculpting to take an in-depth look at working with environments. I've been playing around with NDO and CGTextures to see what creating a modular environment would be like. I didn't take working with power of 2 sizes or…
You should dot the up vector against the Pixel Normal WS. as a post effect you could do the same against the screen space world normal. http://www.polycount.com/forum/attachment.php?attachmentid=18300&stc=1&d=1405148878 The node is PixelNormalWS Dot that against your up vector Then to tighten the mask: Add 1 to the result…
Good stuff! I few questions. Have you identified your props in some sort of list? If not do that and try to just write down the way to go about it. Some stuff needs to be zbrushes, some doesn't and so one. Write lists lists lists and keep to them. Otherwise, at least I, feel that it's quite easy to just pick something up…
If the helmet was the only geometry within the "Editable Poly" object and you hid that element, then what you will need to do is click on "Select by name..." which should be along the top toolbar towards the left, right next to the "Select Object" icon. There will be a list of all unhidden objects in your scene, 1 of these…