Hi guys! I started working on an engine, currently working on high-res version. I recently switched to Modo so i'm still adjusting to Modo's modeling tools. I'm trying to figure out what more should i model in or which parts should be tweaked more. Any feedback/ suggestion would be very welcome! :)
thanks for explanation ...well I will try a alpha on the next one ... and thanks for the link ... the engine actually don't allow normal or bump even specular..it is based on directX 7 technologie ..it's possible to get adding some DLL to it or wrap a secondary 3d engine to it but for the moment the programmer will not go…
I really recommend moving your rendering to a game engine right now, be that Marmoset Toolbag, UDK, Cryengine, etc. Nothing beats showing off game art in an actual real-time game engine renderer. You can also tweak your specular/gloss better in the game engine as opposed to a Maya Render (unless you've nailed down or have…
great detail work, however the mesh doesnt look very sound for an engine.. i see n-gons on the wheels and parts of the body, i dont know how badly that would effect the game engine, or if the engine would automatically triangulate a model..but i'm sure you're well aware.. that's the only thing i see, really.. the from,…
well it depends on the software , but usually one always skins a whole fluid mesh and not lots of separate objects. The object position itself often works in the engine as local pivot of the object (it gets shifted in the engine around). And thats why its often just 1 mesh- and not multiple because it would also mean more…
wow, this is a huge help. Gonna try this out in a few minutes. Thanks a lot. I've got all my assets set up in hl2 using the hl2ep1 engine, would this screw with me if i were to just start things up using the OB engine? Unfortunately all i have for the ob engine is tf2, no ep2 so do all the original hl2 assets still work…
Wider padding will take a little longer to render, and generally isn't necessary except in some extreme situations. Wide padding shouldn't cause any problems though, so you can set it as high as you like. It's worth noting that depending on your texturing workflow, the padding in your baked maps will likely be replaced in…
Guys I am just testing out 3d coat and it seems like the program I always wish zbrush was. Compared to zbrush, 3d coat offers: * actual viewport rendering so you can see what you are doing and it is not totally different compared to how your game engine will look * you can hot swap between sculpting and texturing on the…
Rockstar North is currently seeking an experienced programmer to focus on core engine development. Were looking for a highly talented individual with a positive attitude, a passion for games, and a natural ability to communicate with people as effectively as with a computer. You need at least three years commercial games…