Definitely don't duplicate all your geometry. Depends on your engine but at best I'd imagine you'll end up with horrible z-fighting plus all the extra geometry. The way you use shadow/light maps is generally to create a second UV set (or "UV channel" if you're a Max user). In this second UV set you have all your UVs laid…
Thanks a lot guys for the feedback, this will definitely help me. My idea is exactly what ZacD mentioned, using a combination of both, tiling and unique UVs. I'm not yet sure where I will draw the line, so which parts (size) will using unique textures and which will use tileable. At the moment I'm thinking about everything…
Sounds like I need to read more about UE4. I haven't made things for this engine before, but I saw that you need to invert your normal maps, which is something easily done in either Substance or the engine itself. But the difference between directX and openGL, I have no idea what that means, it's just that I had to choose…
Ahh... I see. Yes generally the baking process take place before rigging and animation. However, animators generally animate with materials set to low quality or off to improve viewport performance. Often Maya and Max don't have the right shader configuration and it's just not important to the motion of the character.…
The biggest advantage of 512x1024 over 1024x1024 is that it uses half the memory. The biggest advantage of 1024x1024 over 512x1024 is that it gives you double the pixels. Any other reasons for using or not using are going to be incredibly specific, and your tech team will tell if you you should or shouldn't use them. You…
What engine are you using? The bark looks really neat. If you want more vivid colors you should play with hue&saturation? Also, you need to calibrate your albedo correctly, because in your daylight picture it is way to bright. By that i mean you need to lower the levels on it too make it darker. It's going to look wrong in…
One twist joint is usually enough for game characters especially if it's 3rd person. If it were first person and you see a lot of the arms (e.g. Mirror's Edge or something like that) you might want to go up to two or three in rare instances. The way the engine handles the skinning also has a big influence on what is most…
Hey Fogbrain. I'am the artist responsible for this game here -> http://store.steampowered.com/app/251170/ We use our own game engine (9gears) inside the studio, but the asset creation pipeline won't change much. One of our levels its a hotel. The idea of the game is to use "randomization" as much as possible, including the…
I saw this demoed at Autodesk's GDC booth this year... but I dunno, it seems to me like it'd be more beneficial for studios to develop their own engine -> app interop solutions. For example the new CryEngine videos show a direct link between the editor and Maya. You can already pipe data directly from a 3D app into…
Hi Obscura, It doesn't actually calculate it every frame, it's a checkbox in the blueprint to tell it only to run when changes are made. I get over 30FPS with this in the Engine and that's with most things tessellated in the scene and 8k/4k/2k textures throughout. It's all about the LOD's and tessellation fade that I have…