1. BSP shadows are lightmap resolution(F5), as you mentioned. Mesh shadows are also lightmaps, you need to create a second lightmap UV layout and enable it in the mesh itself. TRy googling static mech lightmaps for a detailed explanation. In your example images #2 is being lit by dynamic lighting, which is pretty expensive…
You can try setting up the envelopes and cross sections so you only have to do minimal vertex weighting. Hmmm let me understand something. You bound the characters, THEN the heads were removed? In this case, you should just be able to delete the heads and the Skin should adapt. Alternatively, you can Save the envelopes to…
I see your cages ok btw If you get triangles "not painted" in the normal map can be due to bad concave polygons tessellation.. try to triangulate your model before to export. About the spikes, looks like flipped normals, denormalized ones(the average is zero) or some kind of vertex normals problem. Try to set very well the…
it wouldve been neat to see some of the edges a bit less undamaged. one thing you couldve done (or use this for the future) is make a morph target before you start sculpting and tearing the edges apart, then go back later with the morph brush on a low intensity and run over some of the edges. that way youll have a…
Not really correct, smoothing groups will only increase your vertex count if they are not along uv seams, vertexes are doubled along uv seams and using a hard edge there will not increase them. Also; 1. You should only ever use hard edges along your uv seams, otherwise you will get errors and artifacts 2. The uv borders…
Hi everyone. My boss (or ex-boss since I finished my internship, but that sounds weird) passed along a new piece of software currently in development. The software can bake AO to vertex colors on high poly meshes using the GPU. Then, each piece can be baked individualy to its corresponding part. I have about 6 parts on my…
Marketplace Link Using this package you will be able to quickly and easily create a multitude of Sci Fi Corridors. Ideal for 1st person games. Customize PBR values & colors to achieve the specific look you desire. Personalize your assets to create environment that are unique to you and your vision. Video Material Demo…
I am currently working on a Concept/Mockup/Prototype where I intend to mix simple 2D into a 3D environment. Blending both 2D art and 3D art to create a living vibrant world with simple means to fit the mobile platforms. So here are some techniques I have available: UV animation Alpha animations Simple vertex animations…
Greetings Polycount! I have recently finished working on an environment with a friend that is inspired by The Last of Us. I hope you like! :D Video Link and for those who love big pictures, here is a massive panorama stitch of the scene http://polyplant.co/Naughty_Dog/Panormama.jpg I worked on mostly the textures, shaders…
Decided to post some of the progress from the scene I'm working on. The goal here is to make my own environment of my own design, including all separate assets. I wanted to practice creating a coherent space where everything fits together. So far, designing all of this has been fun. I only borrowed 3 or so materials for…