Hi guys, this is my first time posting on polycount, this is a little game asset that I am currently working on. The base mesh is modeled in Maya, sculpted with zbrush and texture map and normal map editing are done in photoshop. The shader and final composition are done in unreal. Please feel free to critique and comment.…
I've put it on detail lighting: As you can see I've got these issues: These are the properties of the World properties and the Point light I tried exporting it from 3dsmax as an ASE and FBX. I'm using smoothing groups, the light map is set to 1024 and the lighting is set to production, any help would be appreciated thanks!
Who are we? We are a small group of individuals that make up Dark Lion Games. who are passionate about making games and want to take our project, Dawn Of Darkness to the next level. OFFICIAL UDK THREAD http://forums.epicgames.com/threads/920380-Dawn-Of-Darkness-Official-2012-Recruitment-Thread-FRESH-NEW-LOOK How to apply:…
Hey, I was wondering, what is the purpose of bsp blockins - why not block things in in Maya and export the geo - then build the level around the block in you did in maya. Or am I missing something important about the idea of bsp?
Here is a shot of an environment i am working on right now. It is supposed to be an abandoned warehouse in the middle of a forest. i would appreciate any advice or comments. please. thank you very much Santiago Hoyos santiagosouth@gmail.com
Finally i was able to decide what kind of lights I wanted. so here it is. I hope you like it. this is the second level for my portfolio. graduation date is coming soon on March 29th. Santiago Hoyos santihoyosart@gmail.com www.santihoyos.com
Its really annoying me that this tree is lit up like a Christmas tree but when i play the level it looks fine. I wouldnt mind but i need to change the hue, saturation etc in realtime and because its bright i am unable see the changes i will make.
Got a pretty good blockout going now just hammering out each asset,looking for any feedback. Working off some concept art that i cannot find the link too, and im at work while i posted this. Inside the test chamber is going to be a blue crystal artifact