Hello, I would like to create a "heat lightning" effect in UDK (lightning that only goes from cloud to cloud with no sound). What is the easiest way to accomplish this? Any help would be greatly appreciated. Thank you!
First off: Cool scene to work on.. DA + Awakenings were great! It's very early work but I'll list everything that comes to mind right now, some of these you will probably have seen yourself already. -If you're going to make static flags then model in a slight bend or crookedness because perfectly flat banners look too…
Heya, i use 3ds max for my baking, and i think the edge padding might be one of the issues im having with the normal lighting pass: [ame=" https://www.youtube.com/watch?v=qhijZHe1QEA"]chaos_test_scene2 - YouTube[/ame] Someone mentioned shading groups might be my problem, and im using UVW lightmap co-ords from my base…
My first thought it that a lot of the assets look way too clean to be in an alley. Some seem perfectly grimy but other like the light poles seem brand new. Certain assets like the dumpsters, the box, and the pipes all seem pretty well-used. I especially like the texture you made for the box, very nice. I'd suggest…
Hi! I'm working on game for a friend and the engine is still fairly early in development. He only just added support for a lot of 3D pipeline stuff in the last couple weeks. The most recent thing we got working was baked lighting. Anyways, I'm not new to working on games but I am new to doing environments and my role is to…
So I had a new problem come up yesterday. I've imported a decimated mesh from Zbrush (exported and imported as fbx) It looks fine at first, but if I save the file and then reopen it I get this weird shading going on. It doesn't changed even if I assign a new material and it completely freezes up if I try doing anything…
"But who gives a shit as long as it's still a fun game?" It's not unusual that there might be people going ahead and giving a shit about the quality of game visuals on a board named polycount really now is it? Lighting creates mood and atmosphere. Warm light sources in cool scenes are appealing for instance. Good lighting…
Hey this is looking pretty neat already! I think it needs more visual story-telling to explain how it's underwater. The "windows" don't look like portholes into watery views. The floor could use puddles of water, the walls could use leakage stains, drips might help, lighting could use god rays with refraction patterns,…
color conf.. weh? english please? not even google was able to give a clear answer to that in any case, scale model painters tend to gray out their model, to make them look bigger. because the same paint would for some reason look greyer on a big vehicle, than it would on a small one. i think its got something to do with…
I think your materials need some work. The light is hitting all these different surfaces and they all have the same quality on them. Speaking of lights I think you should turn them down. The lights might also be your weakest model in the scene. They really dont even look like they belong. So to condense what i said.…