@Tea: regarding the material. I have never been able to replicate it from what UDN has but what I did do was look at UE3 lightshafts and combine the two together. Ill post what I have up later when at home....working on a mac right now and bootcamp refuses to install windows.
yes, very nice work S-S. only the lack of a base/background really gives it away as not being real, you've done an impressive job of replicating the surface qualities of a kit model like that. though it reads more as porcelain almost rather than vinyl, it most definitely looks real. glad you shared it
If this is a games course why are you rendering the lighting? I would suggest a good exercise would be to get one of these scenes and try to replicate it in realitime. For winter I'd go for a cold grey light. It seems you have too many yellows and browns in your light for it to look truly wintery - it looks like sunset at…
And trying to replicate the effect with an illum shader. Doesn't look as good, don't suppose I would have suspected so, but it seems like that's not going to matter, because running the scene with the launder results in the environment map not being applied, leaving the bottle simply a half transparent flat grey. This has…
Try it out! This is the best way to learn, by finding out what does or doesn't work, trial and error. I learn the most from my mistakes. Get good reference video & pictures. Try to replicate a real effect. This will keep you on the path. Look into dUdV, a shader trick for water refraction.…
I'm not sure if you called it stylized just so you wouldn't get criticized but that is what is going to happen there needs to be some standardization here, how far you are willing to go or not go in an effort to make the character perhaps you could share some influences that are driving you, things you are trying to copy…
It's fine to emulate styles and it's cool remaking elements from games, it shows you can replicate a style. What would be better though is to make a scene with assets that you've concepted yourself in that style. For example, imagine you're working on a scene from a future WoW expansion:D Good work though dude, keep at it…
well.. i don't know considering i don't do this stuff a lot so if you drop the attitude that would be swell. but i've messed around with padding settings and set it to 0 and was able to replicate the results from an earlier bake. I don't know if this is a good result but i'm happy with it, now i need to lean texturing.
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
This will most likely be something that Valve rolls out when the submission process is set up. But for now I personally just search for some good images on Google for the Idle pose, and replicate that. Once the real idle poses come in, it shouldn't be too hard to adjust your animation. I attached an image of what im using.