I remember reading somewhere that in UT3 the average collision box for your character is 6 feet by 4 feet by 1 foot...ish on the thickness. Unreal units are 16 units equal a foot. So your bounding box is 96x64x16, not that the camera height is at the top of that box. So mind the height of low walls and tables. I don't know…
McDonalds for one week when I was 16. Got fired because I spent too much time making sure the customers were comfortable rather than churning them through haha. That was the only job I had until I got into games once I left University, which was the right choice as I am still there three years later! Clearly retail was not…
Test it and see. Make a 2k map with a 1-pixel checker. Export the model to Marmoset. Position the camera where you want your end shots to be. See if the texels are larger than the screen pixels. Usually you can get away with significantly larger texels. You just don't want a single texel to take up more than, maybe, 16…
^This I'd suggest looking at this thread http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps#latest It'll explain why you're getting some banding on your normal maps as well as how to fix it. I'd scale your UV's down a tiny bit and move your UV shells apart a little more and use padding/dilation of…
Hello there TeriyakiStyle & thanks for the feedback! I know, it doesnt actually resemble historically accurate Boudica, but after the first meeting and showing the thumbnails, we were looking for a more interesting silhouette since the game has already 2 "typical" female characters. Either the name or the character needs…
How Ready at Dawn made one of the most visually impressive titles to date while doing games for Vita previously is simply astounding. And man that weapon texture at 16:10 here are some pdfs i saved from past siggraphs, link below for anyone interested (+ some random ones tho, take it or leave it : P ) 250 MB…
Not at this time- $16-17/month ($200/year) is what they're planning to sell each seat at. While they're still in an early development cycle... creating another version of the software in parallel with 'greyed out features', would only slow & likely inhibit the overall progress they're trying to achieve. You may see an…
Thanks Trevor! small update from me, cotton and I are doing the final touches before submitting the venge set. Here's a turntable preview! I'll let cotton share the awesome illustration she did ;) also did the textures for the ward, it's pretty much done on my side outside of some mask tweaking. 16 textures for a ward…
You don't really have much choice - it's a kernel based filter whichever way you look at it and since it's parallelised already you have limited options in terms of making major speed improvements . The only way it really gets faster is to do less work. If you chain 8 of these with kernel size 16 in a row it will be a lot…
When I started 3d, it was making props, so I've grown with the habit of making an individual prop in 3ds max, and then arranging it in a scene in UDK. It took a long time for me to get out of the bsp habit! But I know this is a limited workflow and I've tried in the past to work on an environment as much as possible within…