Ok, so I'm playing around with baking normals in Max 7 (thanks for the tut Poop!) and I noticed that there seems to be a relationship between the position of the perspective camera and how the rays are cast. This led me to some questions. Am I nuts? Does this have something to do with the default lighting scheme? If I set…
Hi there! i've been looking for fixing this issue where my door blueprint don't want to match the lights of the scene but i can't find any post that fix the problem. The blueprint of the door is set to movable, the rest of the light in the scene (directional and skylight) are set to stationary but the door looks like this:…
Well.. if this is your object of headache.. you beveled and subdivided one and somehow you got problems with the resulting "high poly geometry" while backing.. so there might be something you did which might "not fit" according the baking process in Substance.. (maybe even the triangulation in Substance) .. ..since you…
great work, especially considering that environments r not your specialization ;) The way assets are built looks good to me, nice texture work as well. My main concern though is that to me it does not look like underwater environment. Actually i thought it was a night setting before i read the description :P The lighting…
I have a doubt about textures when the model has normal map and specular. in this case should i worry about painting lights, glowing things, set the light direction or should i leave it completely "flat" and put these details only in specular, gloss?
I'm not really sure how to describe it exactly, but when applying the normal map to the mesh (here I'm using Xoliul's shader) the light hits the mesh....differently? This is what I mean: The barrel is all the same colour, and displays as such under light until the normal map is applied. Looking at the normal map, I can't…
Hello every one, We are Techland Games, the developers of the Zombie smash hit Dying Light, and we have a mini challenge for you. We want to give you an opportunity to create an in-game t-shirt for Kyle Crane the main character of Dying Light. The best design will be put inside the ACTUAL game, together with the name of…
This will always happens between modular meshs. Just because they don't share the same baked texture. One way to avoid is to create one larger mesh. But that destroys the modular worklflow. Other way is to change some settings in the World Settings. -Indirect Lighting Quality 2 or higher should work -Decrease ndirect…
Hi guys I'm a big fan of the lighting used by Timothy Reynolds in his 3d illustrations. http://www.turnislefthome.com/206630/5823403/3d-work-client/twitch-2014-recap-(illustrations) I believe the thing I enjoy a lot is that there are warm shadows in the work. I have experimented with some low poly models and post processed…
Congrats on getting a portfolio put together. First, you should decide where you want to focus. Right now you have characters, vehicles, and an environment..do you want to sell yourself as a generalist? or are you looking towards environment art? Whatever you shoot for, you should focus your portfolio mostly on that.…