Read up on the specs at www.unrealtechnologies.com Unreal Engine for 2003/4 doesn't have a hard-coded limit on polygons and bones, and 4 weight limit per vertex. I'd shoot for 4,000-5,000 if you want to be cutting edge and still keep the game playable. You could probably have more fun applying complex shaders, sync'd sound…
Ive always found putting the lps in an engine as a turnon. Im working on a Wow spec character (slightly higher i must say) and im planning on putting it in the WoW model viewer. (I'd put it tin wow itself but you need art tools for converting models and the software is only upto max 5.0). An environment for you low poly…
scanning the unity shader docs - it seems that you probably need to define a new lighting model rather than setting the surface parameters in the surf struct, or the compiler is going to apply lambert lighting on top of your values anyway. take the simple specular examle from here:…
Watching this. I've tried an similar approach in my game and I never really was happy with the combination of hand painted texture look and normal maps. IMHO the hand painted texture look benefits a lot from painted light which interfere with normalmap lit surfaces. Though spec maps are fine. But on the other hand I'm not…
This is turning out great, I feel though for whatever reason that the metal seems off. Find some good overlaying scratched metal from Google images and merge them together nice enough to give a flow to the metal and the scratches right now it seems that there is a lot of noise coming from different layers/textures.,…
Just another TB2 test; Playing with eyes and skin shaders. Mind, this is the straight High-Poly with no Ambient Occlusion, Normals, Roughness or Spec. Just Albedo (roughly pulled from a polypaint). A few minor edits made to enhance AO in Photoshop, and the eyelashes are painted in because she looked odd without them (well,…
@Noors, yeah I'm referring to "regular" greyscale maps. I was wondering if many pipelines use this or if it just makes it more difficult to find things. JacqueChoi's example is right on the money. Similarly I did a spec/emmissive/diffuse in one texture. All I needed was orange to be multiplied into the emmissive so I was…
Looks pretty good for such low specs. If this is for an RTS, how big will it be in game? If it's gonna be pretty small, you may want to increase the contrast on some of the details so that they're more noticable. The red on the arms should be added to other parts of the body as well, everything else is just green with a…
I am just about to build a rig as well, with similar specs - although I am having issues with the Sandybridge. Is there a huge benefit to getting a processor with inbuilt graphics? I think I am leaning more toward the i7-960 with 12GB of RAM. Definately go with an SSD drive though, and have all your read/write…
This is cool. The foreground feels fairly undetailed, especially comparing the strong DOF. Needs sharper textures (this may be a specs things, dunno). Also, the lighting is very static and global... not compositional at all. This is also largely due to the uniform texturing. Notice how the concept draws ur attention…