I borrowed a friends Rage on ps3, and the texture load in is a noticeable but its not as drastic as on the PC. I'm going to wait until ID fixes the problems on the PC before I buy it. Otherwise, I'll pickup the PS3 version since it runs great on it. BTW, the art looks amazing!
Yesterday I was happily laying out buildings in my city map and managed to generate a single p4 changelist with over 180,000 files in it. The number of actors in my level isn't a problem in itself, where I'm getting issues is that p4 does not like having 180,000 files in a changelist and the resulting upset seems to be…
I'm currently working on a first person dungeon crawler with dynamic combat, and I currently have a team with a composer and a programmer in addition to myself, but I'm also going to need a 3D artist. There's a short pre-development demo that I made on itch.io to serve as a proof of concept, and the engine being used by…
Just for reference, get all future HDMI cables on Ebay I don't know how much the PS3 cables go for on there though. They may not have the same savings. So you going to be getting the Wii still? I think the resolution is the only thing saving the PS3 to be honest.
that's a tricky one. Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes. quake and quake2 were just canned vertex animation iirc I think it'll mostly be games that also launched on ps1 / equivalents that did this tbh. virtua fighter and tekken did it iirc
Hi Mop, yes there are upsides to directly using dds textures. In most 3d apps psd and tga both take a lot of memory so loading big scenes becomes a huge hassle and crash often due to memory constraints. On need for speed undercover we authored the whole world directly in max and using psd's plugged into the shaders killed…
Hey again. I have a question regarding topology for different platforms. Are there any strict guidelines for creating content for Xbox 360 and PS3 compared to PC platform? Like if you have a complete ingame character mesh ready for PC is it then necessary to make drastic changes in the mesh at key points like joints etc.…
I am wondering whether those of you who are skill with 3D Modeling paint directly onto the mesh with programs such as Deep Paint or GhostPainter? Why or why not? With Photoshop CS4 around the corner would you find the new feature painting directly onto meshes in Photoshop CS4 very useful for complex, highly detailed work?
To my experience, it really depends on the system... For example, I've worked for both PSP and iPhone. On the PSP I could have hundreds of 64x64 tiling textures and unexpensive alpha, while on the iPhone, everything needed to be atlased, alpha needs to be avoided and textures can be quite bigger. It's all about balance ;)
Well yea Substance Auto-Painter 3000 is clearly for noobs. Obviously a no-go! I'd probably do like 8 2k texture sets in Photoshop and hand paint it using your baked maps as guides. Then just copy and paste layers from .psd to .psd to match values on all of the parts.