@Neox yes, 100% mate. Real-time character work doesn't have the luxury of UDIM texturing, but with next-gen assets you can afford to have the face on its own texture sheet. NPCs and background characters aren't going to matter as much as seams/mipping will be unnoticeable for the most part. @thomasp As for the benefits of…
Sorry, I feel asleep ;) This is C# version. All edits and improvements welcome. The idea is that you can tell the switch what direction you are going in and to add/remove tiles as needed. You can call the next nearest tile to load as well... using UnityEngine;using System.Collections;public class LevelScrolling :…
The time limit was actually handled in the best possible way. All the NPCs are alive and doing specific things at specific times on specific days. The mailman for example, is constantly on the move across a particular path over the course of the three days. And every time you wind back the clock and go back through, you…
It varies based on the complexity of the character. I've worked on a AAA third person action game where an NPC gets two weeks for the high poly, and two weeks for the low poly, UVs, and textures. I'm working on a project now with a very low tri count limit and diffuse-only texture. It probably won't take more than a few…
Fixed. No one reports on nice, nice is boring, nice is average... as in like the majority of the people on the planet. It's easy to get a skewed focus if you only ever read or see news that is designed to catch your attention in the easiest way possible. Switch your news diet to something that serves up more science, tech…
With export i mean the export to UE4. I know that you can't export the trees to a format that's usable in a 3D program. In the tree properties click "Make billboards" under Compile. In the exporter program (to Ue4) you can create atlases. What is your workflow for the leaf planes/meshes? You can create them directly inside…
You should first consider what resources you have at your disposal for this project. RPGs are some of the hardest types of games you can make simply because of the huge amount of content that needs to be made. If you have a detailed character driven story for example, then you'll need models, textures, and animations for…
the poly count looks a tad high. Any progress though? "NPCs must have 2 LoDsLoD0 is displayed in the portrait and is limited to 3500 polygons LoD1 is used everywhere else and is limited to 3000 polygons or fewer ideally" - Dota2 workshop guildlines.
Cel-shading or toon shading is related to NPR (non-photorealistic rendering). Searching for "autodesk maya NPR" should get you some results. In Maya you have the Ramp Shader that allows you to colour a surface with a custom gradient, sampling that gradient based on the incident light on the surface. If you use a constant…