I've used Vray for rendering lightmaps then imported them into Unity. I use Mantra for rendering sprite sheets used as vfx elements in Unity and Unreal. I've also used Blender Cycles to render sprite sheets.
bgoodsell: thanks. Yeah, that syle is one of my inspirations. Also rage, 5th element, books by Alastair Reynolds, and some other stuff ^^ Working on the scene a bit, adding some small new props, tweaks, etc.
you can do it in a same way as you bake normal maps. enable projection mapping, pick high poly and just choose lighting map instead of normals map when you add elements to bake.
Looking awesome dude definitely keep going. Really dug the goo elements maybe bring them together with the new fungus. For presentation you could go for a bit of a macro photographhy look. Really nice work.
yeah, you'll want a good technical knowledge though as often indie projects can't afford scaleform so they roll their own. stuff like what kerning is, how elements transform and move (ease in and out) etc.
yeah this is awesome, i really love the small twists on map design and gameplay elements. I'd say its 100% true to the original with a few new bits to make it totally fresh! great job everyone involved!
I'd like it if the castle seemed more precarious to traverse - the writing descriptors lend themselves to something older and abandoned, with everything being over grown and fallen into disuse. needs some birds for more scale elements :D
From old & new photos I need a 2D Character of a Jolly old man. Kinda like Mr. Magoo. I will need layered elements for animating in After Affects. Contact Southeastvideo @ southeastvideo@mac.com. RB
Odd, my system is pretty good (not top end) and have everything pretty much cranked up as high as it goes and the game runs fine. Do you know if there is a common element to rigs having poor performance?
What are you presenting it in? Marmoset Toolbag and UE4 have AO options that don't even need AO maps. You can use those to occlude not only the greebles but the different parts of the ship and help separate elements.