Yeah I think it's a lighting/shadow/terrain issue. I've come across it before on static meshes but that was a while back, can't remember how or if I fixed it :S All I can say is go through some of the properties for the terrain and that cliff/canyon mesh. Try fiddling with the lightmap resolution and other properties. If…
Hey Amit, thanks for the links. I have seen the next-gen tut a couple of times, the other one sucks in my opinion as the sound is way delayed and he never shows a close view of what he is doing for the most part. I'll keep working on my high poly for now and maybe my next project will focus on a smaller subject to do a…
Taking a break from the character to block out his weapon. Im still going to add detail to his cleaver but for the most part I just wanted to get started on it. I plan to add similar Victorian decal like the characters armor on the blade towards the hilt. Since the character is a bit smaller the typical "Beast" I wanted to…
Thanks Noren for sharing . I also coped to do it decade ago or so when played with vray demo but couldn't recreate it after. Thought It was just in my dreams . Thanks for proving it's possible. ps. Just tried, same approach is kind of working with arch materials in Max2008 mental ray + mr sun and exposure control but makes…
I'm puzzled by steal beams, are all welds made as floating geometry decals as on some places they do not match exactly underlying geometry. I'm trying to do the same as I need to tackle some steel structures (plenty of them) so good workflow for this would be nice! :) Anyway this artdump is of epic proportions. Well done,…
Thanks a lot, I did find some info on this but it had holes. I'm wanting to use static vector-images to use as very large-scale decals for floor murals/motifs. I'm also interested in the performance cost of using this technique - is it significantly more than using a high-res bitmap texture in terms of drawing in the…
That happened on day one. And not because of the modders, ironically. I hope this whole thing blows over, and that these people are just maybe some sort of vocal minority. Because if I thought the community was like this, I never would have started modding in the first place. And I've been at it for over a decade. These…
Hi guys. Sorry for the long delay and lack of updates, I was away and had no internet. Anyways you told me to have fun with it, so i just kinda forgot about tri-count a little bit. 8224 tris LOL! Please please please give me feedback :) gonna implement the low poly version tomorrow. shouldnt take too long :)
What Benton is talking about are called decals, and moving them slightly away from the base surface is to avoid Z-fighting. There is no exact distance of how far apart they should be. I would say do a few tests and when you don't see the weird shimmering effect on your object in engine, you should be good. This is what…
Thanks for the advice everyone! Sorry for the long delay in getting back, was invited to showcase my work at my old uni, so I’ve been working on that for the last few weeks. Anyway, made some changes to the portfolio based on your suggestions. If I’ve missed anything or if there is anything blatantly annoying to you, don’t…