Ahh thanks Neox, i really like the idea of baking your lighting in Maya. Is that specifically for the environment? So you'd recreate the scene in Maya, light it, bake it, and make an exact same scene in UT3? Well i'm pretty sure our programmers are keen on doing some shaders (naturally) so we should be able to come up with…
check out the tutorials on marmosets website. Look up character artist tutorials. There is a couple that will show you good setup for textures. In particular make sure you understand why they use anisotropic reflections. You don't have to use marmoset of course, but they do good job of explaining very clearly what…
@huffer thanks for the reply. I guess my question really is, am I always going to be rounding edges on hard surface objects? Meaning, adding edge loops then smoothing? Let's say I had the resolution to make a AAA game asset, would I always be rounding the corners of a box and then baking that HP box down to a LP box? Or if…
Hi I'm new to the forums so I hope this is the right place. I'm a fairly experienced modeler and my latest project is a photorealistic digital double of a friend of mine. I'm getting ok at creating a static photorealistic model and texture of a face based on photogrammetry but I want to take it to the next step and learn…
1) you have a lot of shadows baked into your diffuse. 2) You have some objects that stick up pretty high and just can't be faked with a normal map all that well. Those two things combined really are counter productive. 3) You should trim that plane down so it crops to the alpha a lot tighter. It really depends on how your…
Hello everybody! I am supposed to make LODs for guns and some environment objects. Now my question is if there is an efficient way in doing that other than completly reducing the poly/ vert count and re-unwrapping/ baking it. I believe there is a way to transfer texture information aswell, but I am not 100% sure about…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
Hi so I'm having trouble getting clean opacity masks and I cant find an option to have normal map default color to fill the spece where there is no info. I suspect there is some setting I'm missing or using wrong AA ir SuperSampler.
Whoo, totally understand the questions, these might be a mouthful. \\ Weighing your time put in vs. effect. If you want an absolutely accurate and unique AO bake for each of the mesh elements in your low poly, you're going to have to provide a unique UV space for even the items that COULD be clones since each low poly…