Hello everyone! This is my 3d stylized environment that I'm currently working on. I'm currently a student at university and about to search for the internships. So I want to add this project to my portfolio once I'm done with it. My goal is to become 3D environment artist in the video game industry, especially on stylized…
Hi I am using Xnormal since a lot now but , altough the normal maps come out pretty good , I am having a problem with the occlusion and cavity , they usually come out pretty washed out , and even changing settings didn't help much ... is there a way to havea more uniform and contrasted occlusion and cavities that can catch…
Brainchild, a small startup of dedicated artists in Toronto, Canada is looking for an artist to do environment pieces. Please read before applying: - Since this work is not 'yet' endorsed nor officially approved by Blizzard Entertainment at this point, all that is about to be mentioned here is considered a ‘fan-fiction’.…
I tried changing the light map resolution and that doesn't help. Don't know what I could be doing differently from the next guy. Also gettting light leaking in from the outside when there is no hole in between the meshes.
[ QUOTE ] yeah whoa hang on here... I jsut got through playing HL2 for the first time now, and I'll step up and say I thought it looked pretty sweet. I'm making that assessment on the color design, space design, lighting, and overall style. I'll agree that their textures weren't particularly hi-res and that there were some…
I have an important question. How do i transfer a AO map from a High poly model to low poly using render to texture? I been struggling with this all week. Also,Is there a bug issue with this mental ray AO problem with max?