This week was a fun one for me as I had a bit more time to delve into the game than usual. The two things I chose to focus on were artistic process and management design (more on the design on the blog). I've always been a bit fan of workflow improvement and optimization and was really inspired by Michael Pavlovich's GDC…
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I'll take a guess and say that direct window capturing would need the image processing to happen twice -- once to create the window and encode the images to be captured as video, then again to move that into the engine where the engine would have to encode the video capture for display. This method skips the initial…
great detail work, however the mesh doesnt look very sound for an engine.. i see n-gons on the wheels and parts of the body, i dont know how badly that would effect the game engine, or if the engine would automatically triangulate a model..but i'm sure you're well aware.. that's the only thing i see, really.. the from,…
thanks for explanation ...well I will try a alpha on the next one ... and thanks for the link ... the engine actually don't allow normal or bump even specular..it is based on directX 7 technologie ..it's possible to get adding some DLL to it or wrap a secondary 3d engine to it but for the moment the programmer will not go…
It could be possible that Marmoset 3 doesn't support yet the Substance Engine update we had with SD6. I would suggest contacting the Marmoset team as they are the one who handle this update, not us. Meanwhile, enable the engine compatibility to the engine version 5 in the settings and look for node with the yellow outline,…
Any render engines out there these days can do realistic render. Go ahead and get started with whatever engine available to you. Once you get the idea down, it applies across the board. There may be technical differences but the core understanding of a good render is the same regardless. If you use Blender, Cycle is an…
The Statistics window under in the Window menu is really helpful. The profilegpu command is great to determine what is costing you performance in your level. GPU Profiling https://docs.unrealengine.com/latest/INT/Engine/Performance/GPU/ These are also worth looking through. CPU Profiling:…
Parallax mapping uses a grayscale heightmap. Exactly where it goes will depend on your specific game engine, but it's pretty common to put it in the alpha channel of the normal map. Check the documentation for your engine to make sure. If your engine expects height in the alpha channel of the normal map, CrazyBump has a…
Depends on the engine's alpha rendering capabilities. Most engines read alphas as hard-edged, no matter how smooth you make the edges appear in a paint program. The engines that do have alpha smoothing don't require smooth-edged alphas either, they just have different alpha rendering techniques. The only way to get softer…