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#35 (permalink) |
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Senior Member
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Good stuff you got here mate. UDK renders are really great, it has that special thouch somehow fresh.
But I can't help to think that the normal map looks washed out, maybe it's the ambient lighting that's eating away the normal map? And what about specularity? Even without those two major things, this thing really came out spetacular. I love your difuse map. Could you please post the Normal, Spec and Diff maps? I'm really curious to take a look at them. Cheers man and congratulations on winning this one. When I see this, for some really weird reason the thought "Half Life 3" comes to mind... go figures. Maybe It's the badass lightmaps in action? Your using lightmass, right?
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Hélder Pinto ~ Level Artist |
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#36 (permalink) |
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Senior Member
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Hey man thx for the comments
Yeah I'm using Lightmass which is great, lucky they released UDK in time for this comp! Here's my maps, If there's any thing you can see that I can be improved please feel free to crit. I'm finding that normals don't 'pop out' as much in UDK compared to say the Marmoset engine, I don't know whether that's because of the DX compressions, difference in tech, light maps or most likely you have to work more at lighting/material editor to bring it out. |
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#38 (permalink) |
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Senior Member
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sorry, don't mean to bring back the dead with this one, but I have to say this is really well done, quite inspiring! Two questions though. What is the purpose of an alpha heightmap and how do you utilize something like that, and also what does a gloss map do?
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#39 (permalink) | |
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Senior Member
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Quote:
The gloss map is there to drive what is and isn't reflective and also if it is, the strength of the reflection. So I multiply the gloss map to my cubemap setup to achieve this. (I wanted my front part of my turbine to be reflective whilst the back end to be quite mat) |
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