I think there are scenarios where having GI is really important and other stuff (like pre-baking) isn't good enough. Example, a game using a flashlight to navigate a dark building at night. You need GI to simulate the light from the flashlight bouncing all across the room. If you pre-bake this, it would look silly (since…
having used toolbag over the last couple of weeks (and having taken quite a liking to it :) ) i thought i might add some feature suggestions with the hopes these might make it into a future release: - ability to manage multiple meshes in a scene file (merge/replace/delete). the current set up requires a full export of a…
Not if there aren't any vertices weighted to those bones. We had the ability to share anims across all our character in X-men3: Next Dimension. While not a great game by any means, swapping or sharing animations in a fighting game is extremely trivial, since you fight on a flat surface (a height offset is used for anims…
Sooo, back to this. Working on the fairing at the mo trying to get the shapes right. Pretty much there I think, but will probably take another look tomorrow with fresh eyes. This is about it for the high poly, as most of the rest of the parts is a waste of time doing in subD, as they are too small to notice ingame. I might…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
POSITION: LIGHTING ARTIST (on site in VIenna) SUPERVISED BY: LEAD LIGHTER SUMMARY OF THE ROLE: Arx anima is calling out for applications from experienced Lighters: The position of lighter requires someone with a thorough knowledge of 3D software (see below for detail), with at least 2 years of experience in a similar role…
I have more than a few props I want to show off in my scene. I am struggling to find any settings that really look great for my lights and my props. I had tried doing a 3 point lighting setup (Fill and a couple of rim light with the rims not affecting the BSP ground). I've used point lights, and omni lights... I've used…
Well I got it my problem sorted out. Here's the result in the engine. The edited normals really help the shading of the non-light-facing branch-planes. Here's an example of non-edited (left) vs. edited normals (right). And here's what the normals look like in 3ds Max. I rotated most of the normals to point out and up, but…
I just released the mod. As I said in my private messages, I didn't use all the material I got the authorization for in this mod, mostly because of stage location problems. But rest assured, you didn't gave me your authorization for nothing, as I will release all the stages I made as single Training Stages ;) . Again, I…