It doesn't matter to SP at all. If you want to keep things in line with texel density in an engine, then 2x2m is pretty standard for a 2k texture, but that would only be relevant if you were importing the same plane into your engine for testing purposes. If you want to sculpt on it in Zbrush, then 2x2m is a good size for…
hello my friends to be a vfx artist in game industry is it necessary to learn something like bifrost,real flow,Houdini phoenix FD or something or the only thing should i focus is the game engines ability ?
Niche example: old-ish game moves to new engine or you are making enhanced edition. Doesn't happen that often, but when it does, you are sitting there with hundreds of diffuse textures that need normal maps now. Possibly also roughness, metallic etc. Recreating them properly in designer would take too much time/money.…
In modern engines foliage is usualy vertex animated. That means you don't have to animate via key frames. The animation is created proceduraly in the engine. But you have to study what method exactly is used in the engine you use. For example in Cryengine you have to vertex paint your model inside your 3d package to…
We did tests with this back with the PS2 and Xbox. Maybe it was just the particular engines we tried (Renderware & Gamebryo) but each one was a little bit different. Renderware preferred smaller textures while gamebryo was happier with larger sheets. I'd say it depends on your platform and engine pipeline, ultimately.…
Upgrade to substance Designer instead then, it's what we did ;) Also not to deride Marmoset, I actually want to buy it myself soon, but why do you need it in a studio? It's a presentation tool that probably has nothing to do with your engine (it has features that your engine might never get). If you're gonna view your…
Sounds like they are doing some wordplay (or maybe just not good at the language) and will release some kind of bastardised version of the CryEngine. "[But] we do want to make a standalone free platform that people can run independent of CryEngine that will also be up to speed with the latest engine. I wonder if he meant…
I'm making the render on a real-time based render engine like Eevee in Blender or the one in Unreal Engine, maybe i could use some ray-tracing engine, but i'm not so sure how it would look like being rendered in two different engines, do you have any idea/tutorial/guide of how to make an ocean simulation in houdini as…
oh really? I'd start putting this bad boy in the engine... there's several ways to build your levels in the engine in the end so do whatever you feel comfortable. I'm more of the type to build one asset complete and then import it into the engine and manually replace that asset in the blocked out mesh that I've imported of…
SD 5.2.1 Fixes: * [Graph] Crash when computing specific sbsar * [Graph] Crash when instantiating fxmap with multiple image inputs * [Engine] Crash with sizelog2 * [Engine] Exposed parameter default value is ignored with DX10 Engine * [Library] Thumbnail computation is broken when project contains invalid alias * [Cooking]…