To solve light bleeding use 4 pixels between each shell not 2. To solve seams between modular meshes: Combine meshes in Maya and import into UDK as one larger mesh. Also merge the verts along the seam, and merge the 2nd channel lightmap UVs so that they are one continuous shell, then use a larger lightmap size if needed.
"We would be poorly allocating resources if we'd make huge amounts of extra stuff just for a trailer," he continued. "So in a sense the trailer is a byproduct of the development. We wanted to have full control over the visuals and gameplay elements and Mikko is quite the guru when it comes to tech." Gamasutra posted a…
I've managed to recover most of the the meshes. Generally deleting the top edit poly fixed them, and luckily that was mostly an edit poly on top of a symmetry. I've collapsed them down, fingers crossed it doesn't continue. I will put incremental save on also, sounds like a good plan. Now to remodel the piece that…
Goodwork man, slowly getting there just form you have to work on We worked on it the other night, just have to continue and just do more and more to understand it Visioneer-Im also in the process of designing a character and was wondering if you could take a look and see what you…
(´;ロ ; `) Nooooooooooo... It's so beautiful, but I pretty much had the same idea for one of the shots that I'm working on. Several small lights in the back and a block of light being cast from the stairway entrance, but with pretty much reversed colors and person casting a shadow down the stairway. Now it feels like I'm…
It's been an age since I've had time to sit down and work on this... Here's an update. I remade the shader for the landscape using Landscape layer blend instead of the terrain weight layers. I also made a plant that fits the theme (Though it may change in size). Please feel free to continue to critique it, any and all…
@gfelton thank you! I may do a breakdown of the shader at some point if there is enough interest. Anyway, unless any has any major critiques, I think the bust is done for now! May continue working on the full body. Here's my final updated renders of the portrait. I think they are less muddy than my original renders.
Vray is fast and high quality. After a few days of experimentation, another artist and I got some decent renders. He continued working on it and made it even better. I honestly haven't used lightprobes much, but I think you could do something with the lightprobe coefficients?…
We continue to add updates to our TUG Kickstarter page, today's focusing on how and why we plan on making our player observations available to the public. Check it out! http://www.kickstarter.com/projects/nerdkingdom/tug-1/posts/480089 Some fans have also started the first Facebook fan page for TUG:…
For example, 3ds Max 2017 got only one PU with two features. Comparison of PU quantity is incorrect. Maya 2018 give us so much new stuff that it would be enough for several PU. So, two PU with bug fixes is not bad. Agree. And I hope that they continue to implement ideas from 3ds Max's Ideas forum.