I wonder could anyone help me eliminate this problem please? A lot of my geometry, when i render, comes out with light fragments, these walls/floors are all built to the grid and are all snapped together, but still it persists. Any help would be amazing
Yes, take the uv shells of the main part and the sides, and snap them at the same place in the grid,but keep them as 2 seperate uv shells. This way one starts exactly where the other one ends but you also get proper lightimg from the edge
Similar to what lightmass does right? Creating a grid and doing directional samples of the indirect illumination. Also I had noticed that UDK has a default falloff exponent of 2 for its static lights. Things seem to be in order, Am i misunderstanding something here?
There is not reason why a cabin should have 8 2048 texture maps on it, and have no way of being broken into multiple different assets. You should look into how to build modular assets, how to use a grid system in your textures, and how create tileable textures.
I'd agree with adding some detail - shading and polygons - to the stuffing. The springs are missing from the armrest stuffing - was this intentional? You might want to play with the specular a bit to give the chair a worn sheen. I can't see the grid texture on the duct tape that's present in the concept.
Put her image behind your model, and adjust proprtions until they match. Your hands are pretty small for example. Take a close look at the groin in the Hippydrome examples, and compare with yours. A rectinlinear grid like yours is bad topo for deformation, and also bad for sculpting.
Thank you so much! 😊 I took your suggestion and added a human mannequin for scale reference, which is actually super helpful! I also reworked the neck connection and beefed up that first leg segment to give it a more grounded feel. And I did a bit more blockout overall as well. Here's the updated mech... Always open to…
Hey all In Maya there is a command that will move whatever you currently have selected to the center of the grid, by typing in move -x 0 (for the X axis, otherwise you use -y or -z) What I want to know is if there is a similar command for 3ds Max (specifically 3ds max design 2k11). Help?
Hey there glad to see another person interested in learning, my friend cannedmushrooms has tons of really great in depth tutorials on his youtube covering just about everything in maya zbrush etc https://www.youtube.com/user/cannedmushrooms/videos?flow=grid&view=1
Get it into the UDK / UE3 editor as soon as you can and set up a basic light rig. You'll get a sense of scale and see if there any scale issues at all. Also i'm guessing everything is built to the grid? If you're gonna be putting it into the Unreal Engine, just checking.