here is the file. Whats really weird is that if I export this as OBJ or FBX the UVS are there. https://dl.dropboxusercontent.com/u/11059969/problem.max Definitely can be user error, most likely so. I am beginner with Max. I model with Lightwave and use Max as a way to export files with smoothing groups and sometimes to…
Statically lit objects tend to do better with poor tessellation. I've found keeping good edge flow, for the very sake of vertex lighting, is ideal. Some lighting algorithms seem more dependent on vertex normals than others, but maybe that's just me. :) With UDK or other lightmap-based situations, smooth edges are more…
floor stones dont look like stones... too regular too regular wear... lava looks like orange water... use refs your stone pillars need to be re-baked with hard edges.... even if the normals wor in realtime lightmapping will often round chamfered surfaces as it calculates off the low... blue light is far too saturated keep…
Hey there, looking good overall but I aggree to Brian that the grass needs more love. Have you tried the following? -Make sure the lightmap has the appropriate size -set lighting to vegetation -Set the vertex normals to point up Maybe this helps too:…
lol so other than having to deal with Ue4 only rendering one side of a an asset/Material (which I'm pretty sure you can just check a box that say's something to extent of "render two sided material" that fix's it) there really is no need for keeping extra face's that you aren't gonna be seeing and take up space in lightmap…
Update: Finally got a lot of baking done. Had some projection issues I haven't encountered before. Man I need to pick up the pace on this project. I haven't done lighting for a scene before so any recommendations would be great cause I'm not sure how to really duplicate the scene's lighting. And still need to make the…
How can you bake specular into a texture when it is relative to your viewing angle? I would understand baking lighting from normals, since there were almost no dynaic lights in Rage, even your gun wouldn't light any static objects. How did Quake 3 do this without megatextures? Wouldn't the lightmaps be too low desity for…
MODO | Carpet Roll Rig Last year I released a Rollaway Door Rig for MODO and shortly after a Carpet Roll Rig for Lightwave. I've had several artists ask
for a Carpet Roll Rig in MODO so I thought I'd share this simple setup for the
community. http://www.pixelfondue.com/blog/2017/4/28/modo-carpet-roll-rig
It could be useful because of the hardware-accelerated voxelization as well. If you're producing PC-exclusive games or if you just want to iterate rapidly on lighting without having to build lightmaps so much, the GTX 970 could be quite nice to have, and makes games with large maps a lot more practical to make while still…
Yeah, I was trying to do that to a certain extent but it wasn't viable in this case, sue to lightmaps and textures. I mean, after I added my initial books (idividuall and very stupidly) I had 15759 books.I think I'm almost ready to laugh about it. :) Good to know, I couldn't really find much info online about instances.…