Thursday, 3 April 2014

Update 3rd April

I have been working toward finishing up the main textures of the courtyard. As well as finishing up on the roofing textures. All that needs to be done now for the roofing is to ZBrush the ends of them and normal map "droops" where the tiles "fall off".
I have also been working on using "dDo" for editing my textures to make them more realistic, such as scratches and paint damage.

However despite these accomplishments over the last week and a bit, I have run into a server problem which jeprodises the entire project, this, is the light-mapping. during which the intensity was set to very high extremes as well as the shadows not appearing on Meshes as well as texture Light-Mapping bleeding.

After abandoning the previous unity project and moving to create another one, I have seemingly fixed a small portion of the light-mapping problem. However the other problem is light maps for a mesh with multiple materials on it. seemingly after baking the lights down the mesh with multiple materials on it does now project shadows. As of now it appears that the object I was referring to as being "fixed" has deceived me and so the light mapping has not been created for that mesh.

It is also noted that there is allot of texture bleeding on the objects with automatic light mapping applied to them. This causes allot of frustration as the mesh automatically becomes a blotch of shadow smudges all over it due to UV Light-map bleeding. This may meed that the majority of my 3D meshes may have to be manually UV Light-mapped in order to get closer to the effect I am looking for. Another problem too is that Unity seems to miss out on creating a final gather of the environment, this making everything look "stail" and uninviting as an environment.

Hear are the Screenshots/Renders of this Weeks progress.



Below are the Texture Bleeding problem in Unity, as well as the Final Gather Problem.



There is also a lot of "Light Bleeding" in a scene, even after removing custom materials.



Also some ZBrush Progress from today



I have also Updated the textures on the Banners going across the Courtyard between the pillars to a more traditional look. Including a Coloured Specular map and a Normal Map.





updated Renders of the current scene.



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