I've never written one and it's not my area so I'm to be taken with the largest grain of salt but I'll have a stab at this: There are many reasons but the main one is because they're doing a LOT of calculations. It depends on the renderer but when you set your sample rate you're essentially subdividing pixels. E.g. 4…
>I should probably give you something to improve on so the only thing I can see is the cooling fins on the engine at the front. They don't stick out enough for my liking and are quite thick. On a real engine they are thinner and longer to better disperse the heat, like this: - @Bostvic Yeah I think my thought process at…
I began working on a World War II US Army uniform for G6 Mason in mid-February. My goal was to create a historically realistic uniform and match (or come close) the uniforms of Reallusions G3 avatars in their 2nd Ranger and 101st Airborne Pack. This way an iClone user would be able to place the G6 and the G3 characters in…
I have a full time job in a non related CG field and regarding CG i sell assets and do some freelancing works on the side. I'm specialized in environments ( real time ) and my setup is currently this: Maya LT 2019: subscription 317 € per year, has everything that you need if you are not a FX artist ( it doesn't have…
I think noone will answer such questions because of NDA and lack of people who worked in such conditions. You should ask Sperasoft staff directly. They are indeed huge & legit, can't say about cool — didn't worked there. I think they are our biggest gamedev outsource company. First of all, do you speak russian? If not, you…
There is not nearly enough maple syrup in that cabin for it to be from New Hampshire. On a more serious note, your mountain in the background is out of place, unless that cabin is right near Mt. Washington, you likely wouldn't find those sharp jutting peaks anywhere else in New Hampshire. The mountains throughout New…
I think adding geo to the floor where you have normals adding detail would help a lot. It wont really be that much work, and it will make up for the low resolution on those textures, and certainly help break it up a lot. The floors should be pretty easy to keep under 150 or so Tris, and the walls I'd say keep them under…
Well, it's just a very large texture mapped to a mesh using standard UV-mapping techniques. So treat it like a very large unique square texture (although in ETQW the limitation is that the player has to be standing near the area in a plane corresponding to the UV layout - in that sense it's great for terrains since they're…
( This is for personal art and not for any game ) I'm looking for the ( formula ) you guys use to uv map multiple textures to a object to get even pixel density across a very complicated object for VERY closeup renders. My workflow is to model in 3ds max 2014, export out individual parts to Headus UV layout because I hate…
Hello everybody, I'm Johnny van Spronsen, aka Sprony. I'm the Site Manager of Mapcore. I've asked the Polycount moderators permission to post this here. We are currently holding a Unreal Tournament Level Design Contest which we announced this week. Maybe some of you are interested in joining in on the fun. Also, our…