I've seen Riki's methodology, and for a while I started to use it. It is good for getting your textures all in the same range (you'd be surprised how many aren't), and it tends to lend itself well to 'realism'. Epic's methodology is geared towards stylization and getting the most out of their lightmaps. This isn't…
Organization wise I always felt film did better. But film usually doesn't develop gameplay and an engine in parallel to creating art, so the environment is more stable, processes are tighter and there are more restrictions on what you can or cannot do. For example names of assets, textures, etc. are generally…
Hey, well you have many ways to do this.. one would be to manually animate your bell, but it would be generic (except you create some animations with variations). I'm close to create my first animated objects, therefore I can't say exactly if this would be easy, as you need to save this as another file (cga instead of…
IMO, here are some things to keep in mind: When/where/what and LOD depends on: Platform(s): Does the platform get stalled by texture fetches, or on that platform do stalled threads get swapped out to perform ALU operations (useful on 360). Shader Complexity: if we have to render extra pixel quads on the GPU because of…
Hey, i'm hijacking this thread further just to let you know - marmoset is a game engine, it's just part of a game engine used for presentation purposes only. It came from the Darkest of Days game that some of the well known members here worked on, it was sort of an offshoot that they realized was a useful tool to others :)…
I think I can help out here. I've worked in the game industry and the product design industry. When it comes down to it Modo feels like it was designed recently, where as 3DS Max and Maya feel like they were designed in the 90s and have just been upgraded and upgraded and upgraded to the point that they are bloated. Modo…
Maybe I'm super old school but why would you use a compressed, lossy format at all? Especially when an engine is going to compress it further. You might as well feed it the highest quality image, uncompressed format you can. TGA and TIF can be saved with no compression they are lossless, so you get a pixel perfect image…
very good topic for sure, I've had the same problem since i first started in any kind of art, both 2d and 3d. i'l re-iterate what HP said in terms of practice. I've been at this for about 10 years and i'm just now starting to get to a point where i feel like i have a grasp on this sort of thing My best tips would be:…
ror, the thing is i wondeered about the first screens released shwoing malcoom with SSS in his ears. Im quite sure that a engine cant handle this for now, but you use some tricks to make it look like SSS. Thats basicly what i wanted to know. A good example would be also how you make you diffuse maps. As far as i can tell…
that tip about using different rigs/skinning setups on the same character is interesting. do you swap out these models ingame from one frame to the next - does the mesh itself have to be swapped out or is only the skinning information replaced? as long as artists are not allowed to use corrective morphs, this seems to be a…