Ambient light can be caused by skylight as well. So lets say you have a directional light and a skylight, the non lit side of the mesh would get some brightening to its shadows from the skylight, and it "counts" as ambient light. So you should see your ao map showing up there. Normal maps are also taken into account, so…
So I got a few good crits from a friend. Darks are way too dark. The planet in the background commands a lot of attention but there isn't really anything to look at once the eye is there. Focus on where the lighting hits the objects and potentionally add more detail there for visual interest. Don't spend too much time on…
Thanks Desmond :) I didn't want them as spaced apart as they are in the concept, but you're right. I'll try rounding off the edges much more than they are now. My ground's a bit too dark right now as well. Here is how the colours are looking so far. Still haven't added the numbers to the cards yet and the potions are…
UV for the plain walls. Just a plane. Most concerned with this since it's the most common element. Again, I'd (kinda rather) use BSP if I could doing anything similar to vertex painting on it. Result with lightmap res at 512. Still a seam, but much less noticeable in high contrast. Lit, however... Definite seams.…
I toned down the stock a bit, I think it has less of an incandescent orange to it. I've found some pretty dark stocks online too, but most of these have terrible lighting with flash photography for extra crap contrast. This is a pretty decent (though under-lit) outdoor photo, which shows a surprising amount of saturation.…
Something that may help in the future, is making sure you have a definite warm and cool setup. Like the light hitting the tree is pulling it to a yellow from a dark green, looks like a warm light. But the light on the snake looks cool since it has warm shadows and a pale pink lit side.. It's one of those things that I keep…
yeah, lighting is something I can easily waste an entire evening on going back and forth between lighter and darker etc. Which is why i'm saving it for the final tweaking. Still too much other stuff to do. In the series it depends quite a bit between episodes how bright it is. Sometimes they turn off the lightboxes on the…
@JadeEyePanda, Thanks! /mucho appreciation @Slave_zero, Thanks, I'm very pleased that the second reply to this thread produced Smooth Criminal. - Alright, you bring a solid point about the lighting. I want to maintain some of the spookiness. Maybe I could have parts of the resturant be a warmer and more lit areas..create a…
The shadows are not darkened diffuse by any means, they are lit by a different skybox. The shadow skybox has the sun photoshopped out and only contains the color/light information from the rest of the sky. The color of the shadows then becomes the nice, ambient sky blue you come to expect, and the tone also fits the photo…
@ Renaud Galand: Yeah sorry maybe I should have explained better but the tutorials I have seen for GOW are using sets of alpha plains for hair but the actual hair texture is rendered from the Hair/ Fur plugin from MAX. The hair in GOW is all unlit 1-bit alpha as far as I can remember - you can't have a lit alpha material…