You should look into tools like crazybump, knald or bitmap2material. Lengthening the bevel would be a great start! Presets for different engines... how would you do that? Mari's internal tangent space doesn't match any engines. I convert the normal channel to world space (with tangent to world) and convert it via handplane…
I'm not talking about the issues for the workflow, I meant the issues derived from the order the realtime engine render the polygons. Here there is an explanation about this, in the paragraph "the stripping process": http://www.ericchadwick.com/examples/provost/byf2.html But curiously the people of epic don't follow this…
"concave normal details would become convex and vice-versa (regardless of engine)? " In theory, yes. But since that's easily fixed by identifying the flipped UVs and inverting the normals in engine that usually isn't a problem anymore. To be safe, you should just bake the unflipped, unstacked normals though, so move the…
Looks pretty nice. Looks like Crysis to me only with more plastic and better lighting. Semi off topic but I think its not going to matter so much what the engine can do pretty soon but ease of use and documentation - atleast among the AAA developers/engine developers like Crytek, IW, and EPIC etc) Unless they can make the…
Oh yeah, don't forget to use a game engine. When I first started out, I made the mistake of trying to render everything in 3DS Max. Come up with environments and props that can be handled in real time. This will teach you how to manage your polycounts and textures in addition to other things such as lighting. Buy game…
I was confused at first by this decision, but it kinda makes sense when you look at it from a medium sized studio's perspective. From Software has made a lot of Sony exclusive titles, and probably is relying on Sony to help make them a next-gen ready game engine. Developing an advanced game engine does not appear to be…
As far as I know, Ncloth isnt compatible with any game engine (it's also very resource heavy and there are way better physics engine built-in and optimized for games in Unity/UE4). You could always making some sort of NCloth rig that bakes animations/deformation to bones but that would require some tech art knowledge that…
Can we see your bone setup? What are you exporting exactly? Usually if the game engine support the scale, its pretty easy to simply export it. The easy way is to create 1 bone with a bone end then constraint the position of the bone end to a dummy, and add a lookat on the bone that targets the dummy. Now you need to export…
[ QUOTE ] amen pliang. it looks AMAZING on SD... and the fact that u can literally hang on to anything adds to the fun too! i wonder how they do that? is it in the engine and the engine 'makes it as it goes' or is the info 'painted' on? watever... the climbing anims are awesome! [/ QUOTE ] I remember reading somewhere that…
Gears of War uses Unreal Engine 3. The editor, I believe, is called "Unreal Editor for Gears of War/Unreal Engine 3". Unreal Tournament 2004 used UE 2.5, and the editor's name was Unreal Editor 3 ;) It goes something like this: Unreal Tournament: UEd 1 and later UEd 2 Unreal Tournament 2003: UEd 3 Unreal Tournament 2004:…