Overall its pretty decent, there are many things to improve but I dont want to go into detail. I would pump another mesh like you shotgun, (Which is looking good) Get something detailed and well done and well presentated as addition to show off your modeling skills A company has an art director to fix your lighting and…
personally I've found you end up doing more work in Unreal's shader editor for things like fire and what not, because you can easily overlay multiply and additive layers on a mask to get good fire, so you're paying for the shader. With Unity, it's just about better to release a bunch of particles with the simplest shaders…
I can bake an AO map just fine normaly, the problem is with the stock settings it just comes out as pure black because no rays are cast to the inside of a water tight object. I think Max is using a completely different method of AO than Maya and Xnormal which allows for it to generate AO on a water tight inverted object. I…
Hmmm...I think excluding objects from the post process is a very brittle route..Those are full screen effects. You'd maybe be able to exclude an object via a color key or possibly depth, but for what you're talking about I don't think that'll give you very good results Normally what you'd do for this sort of thing is use a…
Going to Necro this thread because I'm possibly working on the same art test. I'm trying to paint in areas using vertex colors, layered textures, and different UV sets. I've gotten this to work with the Diffuse textures, but when I do it for the Normal maps, they don't show up. It's either one normal map or none at all. In…
Well, you kinda need to cut the UV's at the correct smoothing group locations and set up all that stuff correctly if you want to use UDK. If the Box was completely flat (EI: Doesn't have all those extra bump, recesses and details in the LP version) then yeah, what you're doing could work with a few tweaks, but since it's…
Skel/Interp actor use an Environment Light (visible in the properties of the actor), this a sort of cubemap that merge all the incoming lighting and compute the dynamic lighting on the object. Static meshes don't have these env light, also static meshes are good for props, not for character because lightmap are not…
Hi Luke, thankyou very much for the feedback! I'm definitely planning on some breakdowns and individual asset show offs, however I'd like to get the main images 100% locked down and me being content with them before that. I'm really glad you like the chess house scene as it stands so far. As you probably noticed there are…
Yeah, deinitely a good shot if this was your first go. As for critiques: -Seconding Raul's reccommendation for using something other than a render to view it - Marmoset or UDK would make it much crisper and more 'game like'. Normals aren't really showing through too well with the render you've got and as mentioned, the…
What if you go to the hierarchy tab, turn on "Effect Pivot Only" and rotate just the pivot point and export? If that doesn't work, and I suspect it won't, I think it might be a problem with the way FBX exports scenes, or rather how the engine imports the FBX files. I suspect it uses 3dsmax's world node as the objects local…