Thanks! Glad you noticed the consistency across lighting condition changes, it took a little work - after getting base lighting how I want, it was a balancing act between tweaking material colour/brightness/AO and then making small adjustments in post processing. All the lighting is dynamic. <another deep sigh> Like with…
Snow looks cool, and this is a good outcome for a first attempt. You have a lot of hard edges, particularly noticeable running vertically on the columns, but it appears to be on most things. This breaks the illusion of the scene, and says "hey, look at this big polygon right here". The quickest fix is simply work on your…
I'm currently resinstalling the 1.8 evaluation version (does this include the stability patch?) so I'll be testing again but .. * create a simple texture layer * edit the mask - the dynamask panel opens. * Expand the Material ID drop down and edit the blur, contrast, brightness and tightness .. note thier values. * Press…
For me at least, the two things that are killing this scene are the lighting and the sky. The lighting of the scene and the sky do not match each other at all. You could try to integrate the lighting from the sky into your scene a bit better to see if it helps. Right now it should be casting a orange/pink light from the…
Yeah this is the problem. I did start over with new lighting. That shot right there is with a basic directional light for the key light and 2 really weak point lights very far off. Everytime I bake lighting I lose all the shadows. Do you think maybe it is the lightmaps? I'm starting to get really strange results after…
James Gurney's book "Color and Light" might give you an idea. It's a painting book, but the topics/chapters have big crossover into how computers render light as well. Any one of the chapters could be a dissertation topic. Plus, it's an awesome book and you should just have it anyway.
Hi! I'm working on game for a friend and the engine is still fairly early in development. He only just added support for a lot of 3D pipeline stuff in the last couple weeks. The most recent thing we got working was baked lighting. Anyways, I'm not new to working on games but I am new to doing environments and my role is to…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Thanks all for the replies! I'm glad you guys like it. Yeah, it doesn't have any kind of specular map so it looks like a plastic toy gun right now. I just pumped up the specularity just to make the normal map pop out more. Hmm... for the normal map baking part I used a more detailed lowpoly proxy and deleted the…
Good stuff dude! There are a few things I can suggest that might be of help to you. At the moment it looks like you have very soft frontal lighting on your figure. Frontal lighting can be used to good effect, but may not describe the individual forms as well as say a three quarter light. That could be one reason why your…