https://www.youtube.com/watch?v=2yiZlEDReVg Hey guys!!! As I had commented earlier, I will be posting here on YouTube some game prototypes I have created, various game ideas, which I am still deciding which of these prototypes to turn into a complete game. This first prototype here was an idea I had some time ago when I…
Hey Meggie! When I made my Sampa scene I tried going fully dynamic too and imo unless you are making a game that requires dynamic day and night cycles you should stick with Static lights (static, not stationary as those are dynamic too). Using lightmaps not only is much much cheaper render wise, but you also get a lot…
Sorry for the lack of details, I've been bussy working on the trims and textures. Here it is a quick update: Basically, what I did first was in photoshop create a 2048x2048 document, in Edit/Precerences/Guides,Grid & Slices I set up the gridline at 64 pixels (also changed the colour) and 1 subdivision. Then when I press…
Yes, I would recommend custom vertex normals for baking normals to any engine that supports them. Whenever there is geometry in the transition between two flat faces on the lowpoly, like a chamfer or a curved surface, like that chamferbox to the right at 6 minutes in the vid: ( https://youtu.be/_kONIPr_gBM?t=362 ), you can…
So this is knight type character that I have been working on for a while. The character's name is still undecided, but I have decided to call him Rhino Beowulf for now. The character is the son of a hero who slayed the Great Chimera and freed the kingdom under its rule. After his father's death he has decided to life less…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…
Yes it is always better to split off your alpha stuff if it is only a small % of the asset that needs alpha, the reason is simple, a 1024x1024 texture with 24 bit(standard) is 1/4 the size of the original texture, and a 1024x1024 32 bit(with alpha) is only 1/2 the size when compressed. So you're doubling the amount of…
I just specced out a faster setup for £900 on pcspecialist.co.uk Chassis & Display Optimus Series: 15.6" Matte Full HD LED Widescreen (1920x1080)Processor (CPU) Intel® Corei7 Quad Core Mobile Processor i7-4700MQ (2.40GHz) 6MB Memory (RAM) 16GB SAMSUNG 1600MHz SODIMM DDR3 MEMORY (2 x 8GB)Graphics Card NVIDIA® GeForce® GTX…
I would like to go on further and ask you why you have done the panels they way you have? The reason for all those panels with screws and such, would be for them to be easily retractable. That is, that installations are drawn on racks and shelf behind the panels. If you really thought of what installations and wires are…
First off, thanks a lot for the advice, it helped a lot! I've prioritized the display quality a little more, and the result was more than disillusioning: None of the displays of the laptops below 1.000 Euro was truly qualified for professional CG work. This is scary though, because now I might have to consider increasing…