Hi all, I thought that with the increasing number of engines and standalone apps availlable it would be nice to a thread here where we could gather the different methods we use to preview lit normalmaps in realtime (renders banned!). Obviously in-engine solutions are always the best for studio work but I am mostly thinking…
Chat is wrong, kinda. Depends on your renderer, and what result you want. For example to get an opacity map, you'll need to not use BTT but setup a camera instead and render that way.
To add to what fabiG says. Modding is a brilliant way to get started. Something as simple as reskinning assets or building maps for a game you play is a really good introduction to how game development works and you get that dopamine hit from seeing your thing running around on screen pretty rapidly. Keeping scope small at…
I didnt know how to exactly ask this, so I posted, I apologize if question has been solved but I want to know what the professionals might look for. So I find it that the plane to the left creates more polys but the one to the right saves them however, if you want a nice clean wireframe view, the one to the left might be…
Hello, I am working on a prototype and I need to have a cartoony character created. I need the model UV-ed and textured. The character is very similar to a bobble-head. (example: http://tinyurl.com/qduwrn5) Please send me some examples of your artwork and a rough estimate please. I'd be happy to give more details if it…
To the best of my knowledge simulations are usually used in the game engine, or if you do use a DCC solution it would be baked to the joint animation. If you want to see how it is implemented in Unreal check out their "content examples" project which you can find in the learn section of the epic launcher. They specifically…
Some examples of both cubemap reflection and cubemap diffuse. http://zellersamuel.wordpress.com/2010/03/06/cubemaps/ Diffuse cube lighting is basically a quick hack to get soft ambient-style lighting, but it's very static, you need a new cubemap when your character goes inside for example. UDK now has better more-accurate…
A mesh gets triangulated when imported into an engine anyhow. The reason why meshes are retopoed mostly in quads is that it is easier to edit them while working on them. But, there are parts of a mesh that just need a few tris and that is ok. The first example of your post uses elongated quads which as a rule you should…
This is quite interesting, and the result does look good too with the low resolution! It would be very cool to see examples of the actual normal map texture that you handpaint. I am very curious to see how it looks like for the toothpaste for example, where I would expect non trivial shapes. Also why low resolution? Is it…
I only see F2P as a problem in mobile apps. Most of the people that use their smartphones/tablets/etc. as their primary gaming platform are people that don't care if they blow $100 on 5 hours of gameplay. They don't know any better. F2P can be a great thing and there are plenty of examples of amazing games that gain user…