It is far from a proper comparison, especialy given different arists worked on the results. But that's not my primary point here. It is the artist(s) switched to a better option for the final picture. Now why would they do that if BPR should be antiquate enough? The simple answer... it's just not. Why put the extra effort…
So, I've got a little less than a week to put out kickass renders for the career fair. I'll do my best to manage that ;) Still got a couple of props to do, mainly some counter to cook on(surprisingly having a hard time finding a suitable reference. I keep finding fancy antique french furniture for the time period, but it's…
Such flamebait but all the vitriol directed at Max is seriously upsetting me. You can think what you want about Autodesk as a company but Max is still a very robust package for modelling. I've given a fair shot to a lot of other packages including C4D, Modo, Lightwave, recently Maya, and I've used exclusively Blender for…
Okaay, quick update here from the previous one. Progressed with placing around all items and I could say everything is more or less where things go! Not having lightmaps in any of my meshes is making all the repeatable elements stand out a fair bit, but hopefully this will corrected once I start modelling and texturing…
No sir, a light map is when you bake the light effect on to your model. It's similar to baking Ambient Occlusion however, what I was suggesting was to place a light similar to the color of your glow map, bake it on a white texture, and multiply it to your texture. Here is polycounts Tutorial on light maps:…
The automatic ambient occlusion will generally only be based off the raw geometry (whether it be lightmapped or a depth-buffer based ambient occlusion post effect like SSAO). So it doesn't take into account any details of the texture. So you'll probably want to have an ambient occlusion texture, which captures AO from…
If your hand painting I suggest no Normal Maps. They wont blend well with your Style. With this style you should remain painting in your Highlights & Shadows to fake the Normal Map. I use Imgur works best for me, Fast & no one ever see's them because people only see the Images with Ratings. As everyone else has said turn…
Thanks Eric; I'm ok with Unity shaders but it'd definitely be a new challenge for me. I came across a similar issue with the UV1/2 limitation when I was wrote a decal shader which displays numbers on the back of a sports kit. Unfortunately that meant losing lightmap ability though the dynamic objects are currently lit with…
Hi! I'm new and I thought I'd start off with my first normal map. This is from 2004 and it's a test model for Massive Black. They sent me the concept art and I was supposed to model it to the best of my abilities. The first one is the high poly model modeled completely in LightWave, since I hadn't learned Zbrush yet (and…
Thank you for the comments :) Yes, the stop light is still all blockout. I took a break from sculpting to do some more UVs. (Drum-roll) Building 'Filler_C' is back in the scene!!! (applause) :) Though originally only a filler, it has turned into my favorite building in this intersection. Next I will attempt a first crack…