This character Armor Set was created for New World: Aeternum in collaboration with Side for Amazon Games. Based on the provided concept, I owned the full character production pipeline — from high poly sculpt to final textured, game-ready asset. My responsibilities included: • High poly sculpting • Low poly modeling & clean…
His cold steel hands gripped my jaw tightly. I felt the electricity pulsing through his mechanical veins in a rhythmic fashion. He turned my head from side to side, the glowing orange holes where his eyes should’ve been traced the open wounds on my face, as if looking for something beneath my flesh. The dark grey steel…
I'm using a rigged character from Autodesk's Character Generator as an actor in Unreal Matinee. I converted it to a SkeletalMeshCinematicActor so its animations can be triggered by an event in-game. The problem is, when I build the lighting, there are these patchy blotches of light and shadow across the model. Does anyone…
Good evening. My throne room or Shadows of Despair consist of bio-luminescent plants that put out a depressing glow and a epic fire chard tree wrapped in living vines. The epic chard tree is in the center and all branches come from the throne it'self. Furthermore the huge deed tree (It's wrap in vines the tree itself is…
Does 3d studio max have a basic light that allows me to see bump, diffuse, specular along with some global illumination from four walls, floor and ceiling? I'm currently using a directional light and I see the bump, diffuse and specular effects but there is no global illumination. The sky light does not show specular which…
Well I feel that before I can ask for your help I should explain a little about myself and my project. My name is Christopher Sanders I studied at the Art institute Of Pittsburgh, and now I'm finishing up my associates in business. I am currently developing an xna fighting game with a friend, called legacy. the game itself…
"First, lights should be placed where there are sources, then I sometimes used fill lights to add a little more to important areas. Color and intensity would be tweaked to achieve the desired mood." This. Plus here is a useful doc: http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting
Nice mood. Your environment changed quite a lot since your latest update. In the first two posts it looks a lot more like a quarantined space. But your latest gives me the feel of a school or something related to sports. Will this be a horror environment? Are you following a concept or is it your imagination? It would help…
I never get sick from playing games. But after playing for hours I get this weird bloom affect whenever I look at anything emitting light or reflecting bright light. Just a big glow around any light source that takes an hour or 2 of not being at my computer to go away. Makes driving at night difficult after a long gaming…
You need ambient light in your scene man... your shadows are super dark. I'd also suggest switching to dynamic lighting only instead of using lightmass. If you insist on using lightmass then you need to significantly increase your lightmap resolution, because your shadows aren't even the right shape right now.