Well besides the questions of optimization my only concern was that when World Machine processes a map for UE4 its kind of unusable. The terrain works for a game like PUBG because its just a battle royal with many players. But a level design for a game like skyrim is a completely different beast. The compact level design…
Not especially, I am a veteran gamer (from the quake era in fact) so I've gone from game to game getting used to each individually and none comes across as off putting as the feel that Crysis 2 gives me when playing, I don't know if it's my rig being slightly decrepit (although it can run crysis wars fine) or something I'm…
Not sure about your modeling issue - I don't do character modeling and I don't know techniques commonly used for equipment swapping, but I can tell you how I would approach the color customization. Two solutions come to my mind: 1. On your color texture of the character desaturate areas that are going to be colored by the…
A few things: 1) The bricks on the ground are hallow cinder blocks, the bricks on the wall are solid gigantic bricks. Not to mention the destroyed bricks look pretty low poly. Maybe if they where far off in the distance this might work but, considering its this close to the player/camera they require much more attention.…
Yes, people want to be able to do a wide range of things with the content the buy. People derive a great sense of self-actualization from sharing and altering content. They feel tied to the art and being part of its evolution. That's something important to note. You can't stop them from doing it, so why fight it? Even…
I also don't use pre animated/rigged props, and it always worked just fine. I simply import my meshes, and animate them via Matinee. For triggering the animations, I use trigger volumes+a key pressed event (Kismet) in the case of button. I use the trigger volume to detect if the player is even enough close to the button so…
Careful when you dig up reference, those Horizon Zero Dawn images are "concept benchmark sculpts" not final assets. Think of it more as a visual target or 3D concept art, rather than what the final in game assets turned out to be. Pieces of it might have been used to make final assets or bake textures but they didn't just…
my list: google chrome fastest and most screen space efficient browser. And with some plugins installed and synchronized bookmarks it's my internet tool of choice. notepad++ Best Scientilla based texteditor for windows max_retopo Encrypted maxscript that lets you project snap a poly on top of another poly. xnview Similar…
dont remember how the skin stuff worked, but yeah it makes sense as you describe it. as for the player models, the only thing that is custom I think are the weapon tags. maybe the body armor was also animated in a separate file, not sure. The "fun stuff" customizations was added after I had left, so dont know what it is…
Thanks for the comments! [ QUOTE ] Don't be afraid to use lighting hotspots. Lights with high brightness and low radius look a lot better then lights with high radius and low brightness. One common technique in Unreal is to have a low brightness high radius white/desat light aswell as a high brightness low radius and…