|
||||||||||||
|
|
#1 (permalink) |
|
Artist
![]() 57
- 1
|
Scifi Lab.
For which Engine - Unreal, Tho I wont be actually importing it into there (dont have Unreal) yet..
Current Polycount - 730 tris Max Polycount - suffeciently low. Texture Size - 1024x1024 Description of background information on piece - Sci-fi freak lab that sucks out peoples life force to use as energy for the lab. Where are you looking to receive criticism - Everything. _________________________________________________ Wire Frame: lalsdg.jpg 0234.jpg UV Map checkes.jpg UVW map.jpg _______________________________________________ Fought with the UV editor today... ![]() Last edited by JudgeMagister; 09-24-2008 at 07:04 PM. |
|
|
|
|
|
#8 (permalink) |
|
Game-Artist.net Staff
|
If you've baked a shadow map, and you have parts of your UV layout overlapping, the shadow doubles up and goes super dark. Not entirely sure you have any overlaps, but your question seemed to suggest it
![]() To fix, just offset your UV's by 1 unit, so it's out of your main UV space. It won't calculate it in the bake, but the texture will fit perfectly. |
|
|
|
|
|
#9 (permalink) |
|
Artist
![]() 57
- 1
|
That wasn't the problem. It was just the way I had it set up to render.
I made the diffuse texture, for the room and baked a AO into it. Hows it look? True crit plz, no pats on the back. 11.jpg 22.jpg 33.jpg Now I'll just make all the props on a 1024x1024 too I guess. |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |