obj/mtl is a super basic format and doesn't handle any kind of advanced shaders, even Arnolds standard surface. It also uses the shading group node, not the material for naming, but that's a minor point here. If you're trying to move objects from one Maya scene to another, there are much better options- namely copy and…
Its a bit late but you can bring the assets into udk with exact placement through the clipboard, you'd need the unique assets to be exported for udk and imported into the scene already, It'd be advisable to center the pivot of the asset and export it from the origin of the scene. I've got a working method/script for maya…
This really is an awesome concept :) Been saving to work with it for a couple weeks now, I think ur missing one tho from a different angle, same scene: I think u should block everything (the whole scene) out first before ppl can give feedback on scale/proportions :) Good luck with the project I'll be following it as well~
I'm not sure what you mean. Do you mean the draw size of the camera widget in the viewport? Or do you mean the scene as it appears through the camera? If it's the latter there's no other way to control it besides lens fov mm (or render settings but they're directly proportional to the lens anyway). It won't affect the…
I really like how you have some kind of background now. I just wish you made the scene a bit more believable. I can immediately tell it's just one building in the middle of nowhere. You could put some hints in there that the scene is actually bigger than it really is. Rocks and foliage are awesome btw.!
some models. I did a lot of copying pieces and merging into new scenes to create most of the models/static meshes. Trying to cut down on modelling time and increase object similarity in style. Standard wine barrel. no 3d scene is complete without some...ha sign 1 sign 2 sign 3 wall gaslight street gaslight
From what I can tell you need to play around with you light setting in your scene. Try messing with the 'Shadow Filter Quality' or turning on 'Use Direct Light Map' in you light properties. What type of lights are you using in your scene? Is it just point lights right now or are you using dynamic lights?
Good stuff. If it's a Maya scene, I'll also make sure: -No unnecessary materials. -No unnecesary layers. -No geometry nodes that doesn't exist (if you look in the outliner after a long modeling session you'll see what I mean.) -everything is named in a organized fashion (meshs and materials) And I'll run an "optimize scene…
A lot of your textures seem pretty washed out and heavily photosourced.. Also your metal is reading a bit too much like concrete. Your scenes also have no focal point and lack composition...everything just seems there but without a reason to be there. And this might just be personal preference, but that green incandescence…
It looks really good! :) The concept you have choose has pushed more vibrant colors. If you want your scene to look like that image you should push the colors more. Do a backup of your file and do a extremely vibrant version and then start going down. But I think your current scene is looking good also :)