Later update than I wanted to, but deadlines and rendering were a pain, so I'm posting late in the week. The computer I was able to use had a slightly different version of UE4 and I'm not sure if that's changed anything or not (I tried to look and download the exact version, but it was either this slightly updated one or…
I'm sure the Playstation 4 will have a "Hair Core" made just for this :P If we could somehow navigate the maze of threading issues and write some software that could use all these cores we see no a days stuff like this would be possible the trick is syncing it up and getting it on screen without hogging everything. I think…
[ QUOTE ] yea, this bodes well... 20% on rottentomatoes.. http://www.rottentomatoes.com/m/silent_hill/ [/ QUOTE ] Looks like most of the reviews that come off as being bad, are actually coming off good to me. I've never played the game, but I watched a dvd that had a compilation of videos and cutscenes from the series, and…
a very nice way to see how far I've progressed, a sword! I wanted to go with this design from Marina Ortega Lorente: https://www.artstation.com/artwork/xYdBDE I'm extremely happy with how this came out, and I'm happy to see how far my prop work has come since my first project. it was really nice to finally get a handle on…
The basic mechanics of that Witcher technique are really cool. I've used the same/similar approaches for various ID related things in a few games - the huge benefit is that it's not subject to filtering and compression artefacting in the same way that texture based masking is. There are some considerations though if you're…
Personally I never do retopology and UV mapping because you can get great result with decimation and Smart UVs project for static game assets, like you can see in this demo: https://youtu.be/-Fy7g3g6uCI For the texel density a new auto-packing algorithm is in preparation in the Blender source code, for now it's an addon:…
I actually sort of prefer OBJs for asset work because they strip away all excess data that might get caught up in an FBX. Shaders, groups, cameras, lights, animations, etc. sometimes come along for the ride and can even make files unusable in other programs that can't handle various data types. One format is predictably…