Hey Anthony, glad you're doing this AI workshops are a ton of fun. Looking good so far, but there are a few issues with smoothing and normals, getting some minor banding. Also watch out for those tack on bolts laid over, they're casting minor seams around your maps.
So this is what I'm missing next weekend :) Digging the blue/gray color scheme (Personal Fav) but I feel the lighting is holding it back a bit. You should try experimenting with some orange light sources to contrast against your blue panels and as always, it's just too damn clean for my liking :D Have you tried using…
Update time. Really like the singular color mixed with the grey from the concept. Want to keep that look, but I wanted to jazz things up a little more and pull some of that blue into other areas. Since I will be demoing most of this off I will be keeping things simple for times sake of showing off how to make most of the…
Yeah I saw the finished scene the other day on FB and thought it turned out great. The added accents and emissive panels gave it that flair and little extra bits of contrast that the scene needed. Shame the radiosity wouldn't work the way you had hoped; post the errors or shoot me the files and I'll take a look and see if…
Update time. Finished up 1 variation of both side walls and a floor chunk. Just simple viewport grabs with Normals/Ao. Might make some changes here and there to these guys but for now there pretty good. Will throw them in UDK next to make sure everything works there, then I will start to finish up the other pieces then…
I am going to be teaching a art work shop at my old college, AI SD about the wonderful world of creating environments utilizing modular assets and the trim textures they are created from. Trying to dispell the illusion that most games are created of uniquely unwrapped static meshes and show the power of trim textures. It…
For the workshop I will not be covering things like RGB Channel textures. I only have 3 and a half hours and I already know that will be cutting it close to try and show off everything I want too. Not to mention I dont want to overload people with information that they just become confused as I have seen that all too…
Couldnt get that lighting to work in UDK, was getting WAY to many errors of not showing up no matter how high I cranked things or just totally blown out lighting if I added a "lighting importance volume" to the scene. And I would get blown out lighting even if I didnt add the Diffuse Boost stuff. Will have to see in the…