Not bad. Designwise i think it mostly holds up. Except for the inside of the engines, that looks like the front of a 1950's jeep or something. The black covers on the engine are also a bit blocky and lowpoly looking. The presentation and some of the texturing is holding it back though. I don't see much material definition,…
Well, you sound like one. lol But yeah it's not much more than a 2 week progress so far. The pictures to compare are actually not color corrected in cryEngine yet, those are photoshoped for right now only (I know its not suppose to be photoshoped but I will get the lighting in engine later from sampling colors and setting,…
You'd probably need to check with a Unity-dedicated forum for assistance with displacement in-engine. The only other thing I could think of offhand would be whether or not you're using the HD shader setup. You may also want to ensure that you've set each texture to tile at the same ratio (e.g. albedo x4, displacement x4,…
You can get synced normals. Effectively it allows custom tangent bases to be calculated for the UV map of a mesh, which are then used for baking normal maps. The current downside is that you need to manually triangulate your meshes before baking & export to ensure a perfect sync. If you're using full Modo, I've added Unity…
Oh! i think i've met people like this before, on a contract job no less. I was asked to make a digital version of a physical object with a "polygon limit" of 1200. I did it in triangles (target engine was unity) and the director of the animation studio where the model got shipped off to got all pissy because the visual…
This was one of the major concern of people after the TGS showing and iam glad they adressed it. Really liking it and as said iam actually quite okay with Nomuras design. I honestly prefer it over a lot of other designs. And visually the game is insane, but iam afraid that SE doesn't know how to fill an open world with…
Hey Justo, It really depends on what your target engine is as to the advice I can give. Knald uses Mikktspace which is supported natively by Unreal 4.7+, Unity 5.3+ and Lumberyard to name a few. If you are looking for another tangent basis then Knald does have the option to use the exported FBX tangent space (binormal and…
Hey guys, thanks for the replies and thanks for the kind words :) To answer some of your questions: The things discussed in the tutorial should be applicable to a majority of engines. Chapters 2-17, as Ace mentions, focus primarily on Max. Some of the engines might use different solution for creating wind movement, or…
There is no definitive answer to your question. Sometimes you bevel edges, and sometimes you don't. Use the tools you have at your disposal to get the shapes and contours you need. There are a lot of factors to consider, many of which are based on experience. You seem to have some notion that the smooth preview is somehow…
It is always wise to keep the number of materials low as possible, so you will have less "Draw Calls" in your engine. For Gothic 3 we made houses with 10 or more materials but after testing some levels in the engine we decided to cut down the number of materials to 3 or 5, because the engine was getting slow because of the…