This kind of lighting is overkill for the majority of game types. Looks great in a demo, but not so needed with well-thought-out gameplay-appropriate level design. You very rarely need dynamic lights with accurate bounce- and transmission-coloring. This stuff can be (fairly easily) baked with the built-in light baker in…
Art book is out, anyone picked it up? [ame="https://www.amazon.co.uk/Art-Alien-Isolation-Andy-McVittie/dp/1781169314/ref=la_B00DDX5C2C_1_1?s=books&ie=UTF8&qid=1413393189&sr=1-1"]The Art of Alien: Isolation: Amazon.co.uk: Andy McVittie: Books[/ame] Btw are you guys using some fancy bump shader to get nice edge shading on…
Looks mighty fantastic. :) I have a few questions: 1) How can one join the closed beta? 2) I am on PS CS3, QS runs much better on there than the CC version (and I just quit using the CC version entirely), what is the lowest version of PS QS2.0 supports? 3) What is viewport performance light? 4) Can 2.0 bake from high>low…
Yea. Unsure whats causing this. Reset the xform on all. The cage is far enough. Is it the scale of the object possibly (ie my object space)? Shouldn't be because I baked other objects in same system (cm) with no issues that were smaller. Any tools in Max Im ignorant about that would highlight problem areas? Here is the…
I'd like to start by saying I'm a programmer and not an artist, so my knowledge of 3D software is quite limited, plus most of it pertains to Blender and not 3DS Max. Ok, so I came across an article by EA/DICE on Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look. Somewhere in the…
Hi, so ive been looking everywhere and I have yet to find an answer to my question. Is it possible to bake normal maps (or any maps) using Maya's transfer maps if the UVs of an object uses one uv range. (not really sure if uvrange is the correct term for it) So I want to transfer the high surface details from the torus on…
Hi! I'm currently working on a scene that has some wooden props in it, and I wanted to approach it with just a tiling texture , and no baking because I thought it would look fine, and it would save me a lot of time. Also, they are just boxes. ;) Some of the results: This is the material I used on all of the wooden assets.…
there are 2 things you could do 1. make better use of your uv space, I mean mirror half if necessary, theres loads of space all around the weapon on that normal map 2. create larger more obvious bevels, small sharp 90degree bevels often arent seen by the normal map baking app, sometimes you gotta give that baker a little…
Your normals look completely broken. They look inverted. Are you displaying this in the same program you are baking in? If not, you need to make sure you normals are the same handedness in your baker and your viewer. Also make sure you triangulate your model if you are exporting to anything, programs auto triangulate polys…
Yeah, I am using a normal map. Ah, right. I thought Unity used the same tangent space as Maya. Is there no baker that bakes the same tangent space as unity then? If not, I'll do what you said and use handplane with an object space map. I had the tangent space set to Marmoset in TB2, actually. Changed it to Maya and it…