It looks interesting, but if im reading it right it's puzzling from a technical standpoint. You chose to add counterweights which is pretty realistic idea given it's dimensions and you obviously thought it out, but then there's what looks like a giant turbine engine sitting sideways under the fuselage? I dont know if it's…
[ QUOTE ] This could also be a move to streamline the production of their titles. Since the UE3 engine is supported across multiple platforms, it eliminates the need to create custom engines per project. [/ QUOTE ] I'm pretty sure people were saying the same thing about renderware when it started to get popular among…
[ QUOTE ] What I wonder is if the engine enhancements from Q3:TeamArena will be included. [/ QUOTE ] I don't doubt it, but team arean didn't even touch the engine with new features at all; just had a completely recoded ui/menu system (and that's seperate from the engine, definitely, it's more into the gamecode. You can…
It's been home for a while now. We got the engine back from the body shop painted Chrysler Engine Blue; with any luck I'll get the engine / transmission together and in this weekend. Plenty of parts on order at the moment, and they'll be going in as they arrive. Just a side note; that intake manifold and valve covers…
Just to touch on a specific point here a bit. Not responding specifically to your comment, it just reminded me. Generally if you can do it, its best to create your assets with a neutral lighting environment, something without a whole lot of color, but still representational of your game engine. Unless of course you know…
I'm an environment artist at the games studio I work at. I'm still new there but I can share with you some of the tips and tricks I've learned. Firstly, everything is going to come down to the engine and platform these models will be used for. PC specs are going to be higher than PS2 and PSP/NDS specs are going to be heaps…
This is round 2 of volunteer recruitment. Our project has been afloat for a couple of months now and we have been holding together nicely. We have been doing pre-production and early art development. We are nearing a point when we will need animators in particular. We aren't very elitist, we really are here to learn the…
When you are working with any shader combined with the textures for material definition, you really need to make a decision; what is the ultimate output goal? What I mean by this is your final presentation. Is it going to be in an engine or offline renderer? Creating textures for material definition in one engine/shader…
The PS2 has always been a dog when it comes to Z-sorting alpha planes. I remember a coder explaining it to me one time. Basically it could be done, but required your engine to do some serious calculation, and that was a trade off - use the cycles to figure out the Z-depth of the alpha planes, or use it for something else…
I imagine you aren't directly working with a Wii engine you just want to know some rough figures. In my experience with working on Wii titles main characters tend to have textures no larger then 512x512. Of course this was very dependent on the engine I was working with. Some of the time we would end up reducing the…