Also, check your normals. If they're backwards it'll be rendering the back face, which may be lit incorrectly. Right click off the model and turn on "Show both sides". It could also be light angle related, you can hold down L and left click or right click to reorient your lights, or you can just throw on a lighting preset…
@SHEPEIRO Dude, I wish I saw that button a long time ago! @AdamBrome Thanks for the lengthy response mate. Your right about the pixel density. Though I'm unsure about changing the ceiling (as you'll never get that close to view it), areas were i want to get close to need to be upped pixel wise. Lighting, yeah, it is NOT…
I think the lighting could use some attention. Right now the lighting is. . . well, confusing. All of the furniture (like the cabinet and cauldron) is lit on one side and shadowed on the other, which would suggest a directional light, except a directional light would/should be blocked by the walls, props and furniture.…
Whenever I delete the sky dome or add some background geometry my model slowly increases in brightness/bloom to stage of supernova. Any Ideas? [IMG][/img]
Santewi It might also nice to know that you don't paint the Normal Map directly. Instead you paint 4 different light situations (light from up/down/right/left) which might be more understandable than have to paint both information (up/down & right/left) at the same time in the same channel. I guess the only way to find out…
lookin mighty fine, sir! are you going to open that roof up to let the rain in or keep it closed? Those bright light hits on the floor are going to be a challenge to get right, but it'll make the shot!
When expanding on our first area of the environment, we copied the first terrain and edited to fit. when building the scene these shadows show up. Anyone had/seen this problem?
I really like it, awesome stuff. I agree about the song. I love the horse running/walking and the ogre is great (minus the ridiculously over the top head movement in the run). I think the swing/wall climb is perfect and the disarms are great. It's quite a leap from the first reel, nice work. =) I liked the axe toss at the…
*been busy with other projects* Added some *slight* color and highlights to the stone to make them seem less flat. Didnt look right at all using Screen mode =\ Ended up using Mahogany/Orange-ish on overlay and light grey on Multiply, both set to a very low transparency. Also dulled some of the bight edge highlights
I really like it! It looks like you are heading in the right direction. What time of day are you going to be showing this scene? Might be cool as night scene which you'll need some lights if you do that. Also, are you using any reference or just making it up as you go? Looking forward to seeing this come together.