Hey Swizzle I do agree baked shadows would be better but this scene isnt really made for lightmaps and Ive altered the shadow style now and made some post process changes, hopefully its better and it still runs fairly well. Ive put an fps counter in the top left now and added some streetlamps so lighting is placed in the…
I agree with what fonfa said also but I'd like to add to it a little. Try playing with the amount of contrast in some of the bricks in areas like the center pit. The screen shot of the scene shows very few details and is almost just a flat color which helps bring the focus back toward the throne. I'd totally recommend…
Alright, I have spent the past week working on the giant tree that takes up most of the map. That little speck near the bottom of the image there, that is a scale model of a player. This mesh will end up being nearly 25k polys when finished. I dont think that is too bad considering that it is over 1000 feet tall. Also yes,…
some great information here :) I think that in the new MODO you can create entire levels and export it directly into Unreal/Unity. I haven't tried this yet but I am going to once I figure out the fastest way to get collisions/lightmaps to export into UE4 from MODO. Regarding level design I have seen 2 popular methods: 1 is…
I'de love to see a hl2 contest. And really i think the real reason for the plastic look with spec/normals is partly to do with exagerated values in the specular but mostly to do with the fact that there is a set specular cone, or glossiness in lightwave, that you cant change thus limiting the control you have over the…
@Djanki Yeah you are totally right i totally missed that, might have been a bit too lazy on the sculpt haha i will correct it thanks a lot!! I am glad you like the lighting! @switz Usually i do a big blockout scene in maya; all in one piece, just to try some fast iteration but pretty quickly i split my pieces in "modular"…
I think that whenever you make a scene like this you have to come up with a believable story as to how it came to be like it currently is. I mean everything down to the individual blood streaks. It has to make sense to the viewer, they have to at least be able to put together in their head why things in this scene are the…
Are you working off a reference? What's your plans for this model? Are you going to take it into UDK? Does it need to all be one mesh or can you break it into modular pieces? Are you going to bake anything onto it? Personally, I like to take everything into UDK. That being the case I'd break it into modular pieces just so…
Ah. It sounds like you've hit the resolution limit of your splat map. You're painting individual pixels of it. You need to increase the resolution of your terrain, if you want really small circles. That's "Control Texture Resolution" in the terrain settings. But ultimately this is not what you want, if you're making a…
Thanks for the thoughtful critique Oniram! Today I have textured the printer and the photographs, tweaked some other things and also resculpted the ceiling supports, as they looked a bit drab otherwise. I'm starting to set stuff to different light channels now to counteract the bloom...still got to fiddle with it to get…