My personal blog of random works in progress of doodles and environmental game art. I'll be posting sketches, UE4 stuff, shaders, lines of code and possibly even flying Pugs.
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Cleaning up the scene of unused point lights and simplifying a bit also pushed the brightness of tiling textures
Finally been playing around with Modo and getting some decent results! Here is what I think will revolutionize how we build normal maps for games FYI: This IS baked into a normal map for the final result Basically removes the need to have a typical Sub D mesh for clean beveling. You can essentially have the worst geo ever (booleans and ngons) and still get smooth results.
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