And here is the worst culprit, the viewport vertex shading artifacts in the normal map, somewhat of a seperate issue then the 0 and 1 UV issue. Note that this cube has unnecessary cuts and I have hidden parts of the mesh as this is for a currently working title. As you can see, once I bake out the normal map and apply it…
Hello Etheros What mop says : 'spec' map. You can use it to fake material effects such as plastic, metal, rust, whatever. You need to understand that this map you pointed to (ab_s.jpg ) is intented for specific Doom3 engine use, hence might not be suitable for any renderer/engine (I don't know many of them myself).…
Yes, Source is a bitch to work with. It's very hard to figure out anything about it without tutorials and the only tutorials available are written by people like me who are just fans trying to figure it out on their own. Valve doesn't officially support any part of the SDK, at least as far as I know, so there's no way to…
To be real about all of this. I would much rather see Valve go the direction Crytek has been going with their engine tech. "Real-Time". The idea of exporting any asset from you're primary application and having the need to write a .qc script file to compile that model and texture is really rediculous. I use Source at my…
Thanks for the responses everyone. I am a little confused about some of the talk about using decals. The decals I have dealt with are usually just textures that are projected onto 3D surfaces in the scene. The problem with our engine is that the decal is represented by a single node in space so I have to move that node…
It would depend - for example, if your game is vertex baked (say, you just baked Radiosity in 3dsMax) then your work has a constant performance/memory implication in game... for example, the memory footprint will be exactly the same and the performance/fillrate will be exactly the same no matter how you adjust or setup…
The problem is that it isn't going into an engine like UE4 or Unity, its going into a flight simulator game engine and it is bare bones and nothing like any game engine most people use. I think because of this I will have to use just Max and Photoshop... Basically from what I understand, I will have to go to the airport…
you can only load a single texture at a time, unless you do multitexturing (multiple textures layered on top of each other) so to be more precise one texture a "texture unit" normally your card can access like 4-16 textures at the same time, but not like per object, cause when you render a model that consists of multiple…
talking with our programmers a lot, it usually is bad to throw tons of small textures as it increases access time. but it really depends on the engine and the platform the result is heading to. there is no rule of thumb. but most engines the larger the list of textures and objects you give them to access the worst. (on the…
What are some limitations you are bumping into? What game engines and animation systems have you used? I've been working in the industry since 2000 and while the 12 principles of motion haven't changed the technology behind real-time game animation improved drastically. I remember game engines not supporting bones, and all…