that really depends on what game you're making. large open world - you're better off building the houses as one lump (be as modular as you like offline) and figuring out a system that lets you swap interior decoration/furniture etc. parametrically. its much easier to handle lods and a lot less work to populate your world…
I mean I've trained up 2 juniors over the last decade, and they took up 50% of my time for 4 months. And then their work had to largely be redone because it didn't work. Quality of work is a non-starter. Your work has to be pretty close to senior quality to get a job. The problem is a lot of what we do in games are now…
the walls in the sims most likely use a system where a mesh is chosen based on what's next to it . We use a similar system in our games but it's not centered on the grid and instead we support inside and outside - that increases the number of wall meshes you need but its still manageable if you're laying this stuff out by…
LOST ORBIT features four solar systems and over 40 levels. We started designing levels with the idea that gameplay needed to come first even if the art had to suffer, coming from a AAA environment background, that was a hard decision. We were a small team, 2 artists/designer, 2 programmers and a musician, so we had to do…
long time modo user too. have to work at work with max but work with modo at home. it´s superb and changed alot over the time (used it since 103 or so). but as eq pointed out, modo´s major downfalls are the lack of a good smoothing group system or similar, the overall setting just doesnt cut it. the material sytem overall…
speed just comes from experience. Only recently did I wrap my fat head around the substance designer naming system to automatically output textures that unreal engine would recognize, without me having to manually name each and every map. What in particular about texturing & sculpting do you find most time consuming?
Hey, In this way I would like to introduce my new asset to you, a powerfully designed HUD gameplay in horror style (The non-horror version is currently under review by Epic). [Marketplace] [Preview Video] [Free Demo Build] This HUD pack gives your game the ability to interact with the player in an elegant way. In addition…
The universe is infinite in time and space. If you look at a single atom in your finger, you'll find a universe with galaxies and solar sytems within it and and planets with humanities in them. And this humanity has atom with universes and so forth. This is the infinitely small as represented by the triangle pointing down.…
About Us: We are a team of two persons. I am working with Unity since Feb. 2020. And i mostly programm. My teammate is an Artist, who is doing 2D/3D Stuff right now. Started with the game on April 2020. What are we looking for? We're looking for an Artist who is not total beginner, but you must not be the total pro either.…
@Ace-angel Just found some comparisions between CE and UDK,Its obvious CE3 has the upperhand when it comes to graphics.It has real time dynamic lighting while UDK is baked. Just found these from NEOGaf: Unreal Engine 3 CryEngine 3 From the GDC 2012 trailers from UDK and CE.CE looks better.It renders more like VRay.I won't…