In my efforts to figure out how to do sweet point light maps like in that dota texture guide I followed some instructions from this thread: http://www.polycount.com/forum/showthread.php?t=101000&page=2 (post 29 specifically) but I'm getting bad seams (I think it might be a texture padding issue) and I can't figure out how…
Hi all, wondering if there are scripts for Photoshop that make those night time city lights with much more control. Usually what I do is use noise> blur > filter > patch work and play with levels and curves till I get a nice variation. Photo source works too but I want to explore more advance methods used in industry for…
Hey looking good! Just Two crit's, change some of the doors to be a different color and their frames to match the building color a little more. I noticed the doors are using all the same texture in the bottom right picture cell almost right away because of the bright white color. The light color of the frames makes the…
Hey there people of the polygon-counting persuasion! With the release of First Light I thought you might enjoy some art-dumpery! (edit: I also added some of my work from Second Son to the appropriate thread - http://www.polycount.com/forum/showthread.php?p=2133471#post2133471 sorry for the overdue thread revival, but I…
Thanks for the insight! :) However there's still something I don't quite understand. To bake multiple objects down to one single texture, you have to import all objects into one substance file, right? So I just have to add them together under Edit -> Project Configuration?
I want to setup a basic light setup for an interior room in Maya using mental ray. Aiming for just a simple bright lit room. I just to render out some images and have a look at my shaders and textures I am using mental ray. Any suggestions welcome.
So the learning styles thing is interesting, but I don't think it's really an either or thing. For instance, let's take a hypothetical tutorial on how to make 3 point lighting. I could write the condensed version: * Add a key light to the upper left of the character * Add a rim light behind, and to the right of the…
Tried putting the multiplier at 9999 and the emissive surface has a nit value of over 550 but the surfaces adjacent don't seem to be inheriting much light reading around 1 nit right against the light source. I've been switching between the mobility types and baking lighting but it looks as if the emissive surface is just…
Hi folks and happy Friday, First post on polycount so I wanted to start with something simple. There might already be a thread about this, but I guess my questions would be about lighting and rendering best practices. Its something I've always been a bit confused about. Below are just some speakers I modeled really…