I started making the presentation scenes. I had three ideas in mind for the presentation scene: A cinematic mid-flight scene with a prominent environment in the background. https://www.artstation.com/artwork/L2Gbn5 A clean studio setup with a few decals about but main just a clean background and 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…
idk if i will echo stuff but hopefully i don't. Liquid does not look wet (to me) what style are you going for? sry for my laziness(atm) but if you put a link to your portfolio that would have helped a bit to point out maybe what you did good/great on other pieces that might help you out here. (understandable if you want it…
Howdy Howdy, Good news everybody, I began messing around with lighting and I might be to heavy handed with the color but lightmaps are working! :D So I put a good hour into lighting today and I am liking the direction I am going in, I feel as though its going to need a lot of adjustment before its gets to a really…
This is what I have so far, but i've only spent about two hours on it. This is the first skin I've ever made so all suggestions/advice are appreciated.
It's got nothing to do with lightmaps since this is what UDK looks like when I start it up. I just built a new rig and have a i5, 8GB RAM but still have my 7600GT which I'm looking to replace but I was using the 7600GT in my last rig and UDK was fine. Now all my games look and work fine so I'm just stumped as to why this…
Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
well, I've wrote u quite a bit on cgsociety, dunno tho at which point u taken that into consideration. Well, at least texturing seems to become more consistent than what it was before I think ;) Right now I would have 2 major concerns: 1) textures despite being consistent suffer some "mudyness". The wall texture feels like…
Hey guys, Thanks a bunch for the replies. Yeah lighting and some of the textures, and well a lot of things are "temporary" i'm at the point right now where I need to get the lighting down. This turned out to be a technical nightmare, having lots of lights in close proximity to one another makes lightmass crap itself. I was…