Not really, it should be fine. A large goal of UE4 on the high end is to be able to support reflections. I'd say it looks solid, if a little like all the bloom from 2005-2006, where every artist found they could use it and went nuts with it just because they could. This feels a little like "hey look there's proper…
Vermilion yes GRRM is really testing many Fan's patience, I don't care cos I have so much to catch up on in the SF/Fantasy area. GRRM get's a few hate mails too for his unreleased AFOC, last I heard he was touring most of may, and part of the summer so is Set - 2005 the big day/month?
Did you guys change how you render a simple scene? Im using some older code from version 095 for a new project but im getting the "hall of mirrors" effect on the cursor and stuff, and cant seem to get 3d geometry to show up. Do you have to call a render function at the end of your game loop now?
According to http://www.gamespot.com/news/2005/03/09/news_6120126.html there will not be video. Which is a shame as you'd go nuts for the ambush scene first talked about above. Our ingame quality is higher than most rendered cinematics these days. I expect the ambush scene will turn up soon on shakycam though so grab it…
sry for the confusion its more like a battleship that can submarine. its inspired from the stealth battleship in 007 tomorrow never dies and from the outerheaven vessel from MGS4. unfortunately i couldnt find much ref for it. So i decided to based from memory. sry if it doesn't seem to be clear cuz im still trying diff…
btw. does that firefox addon generates unique filenames for the files in the dumb folder or does it overwrite lets say a image with already exists with the same filename like 001.jpg or other typical patterns people use in galleries and such? Becuase at least the way I described in Opera always generates unique filenames…
Breakdown Interior Assets In this post I will give a short breakdown on how the creation of an interior Asset was done for this project. First, environment assets are split into different areas, areas that use material layering for texturing and areas that don’t. For the door below, the blue areas are shaded by using…
I usually set my distances to 0.01 front and 0.5 rear (when set to bounding box scale) for the first bake test and work from there. If you're working in world units it's easy to set them up cos you know how big your object is. I hardly ever use a cage for non character assets, they generally introduce more artefacts than…
Your work is worth as much as someone is willing to pay for it. There are no "standards". Just because something was worth $10 000 for the last five years doesn't mean it's not going to cost $5 this year. Obviously you're angry because it seems you're earning less - and that's good. That means the market works. Market is…
You need to simulate sky lighting by adding emissive meshes to windows. Then just make them b_hidden in game/ As well adding post process volume with custom tonemap scale will give you right exposure. What you could try is making your exterior looking right with the low tonemap scale (0,5), and use post process volume with…