Why would everything be simplified ? Stripping stuff down like that is a cheaty way of faking stuff, not a method to do everything. Its not like geometry baked on planes looks any good. The vents are a interesting detail and add a lot to the shape. Cars in Forza 3 go with 50k Tris, if we take a train which is 10 times the…
I have been working on vertex blending for a while now, and this thread has helped me alot. I have taken the techniques discussed and added a bit more functionality to the shader that MoP was working on. I was thinking to myself, why not use the other 3 channels of the vertex color constant as inputs for other…
Wow, there are some great blockouts already! I'll start mine tonight or tomorrow, still need to finish last month's challenge :poly122: If you prefer saving your udk files into your project folder you can still do that! You just need to open your package(s) with the little folder button next to "Import" (below the package…
Update on the height and normal map. I worked on the cracks to make them less uniform and also the main shapes got a little attention. I made the cracks way more subtle and less uniform by masking them off using blending mid to high contrasted masks that I extracted from the "creased" noise with linear dode to reduce the…
I cant remember if i've brought this up but have the problems with metalness been reported yet? for example, if you have a dark surface like paint, and you want to add a thin scratch to this which breaks the paint and shows the metal underneath, you get a white outline around the scratch. I can set up an example tomorrow…
Good point, I have added it to the pipe line. I also know of lots of companies switching to Modo for UV creation as well as modelling. 7th Generation Pipeline for Vehicles/Assets 1. Maya/Modo/3DSmax - (model into game engine) 2. Headus UV Layout/Road Kill 3. Zbrush/Mudbox 4. XNormal 5. Mari, dDo, NDo, 6. Photoshop 7. Clean…
My point is more to do with scripting and asset creation. Source engine uses predefined "entites" where as unity and unreal will teach you to script your own interactions within a map. Asset creation - Source models do not use PBR materials and the engine doesn't support height maps. The models aren't linear scalling and…
Hey Gigoba, nice start. After a quick glance, you need to work on that Norman walk to make it more fluid. The fight scene could use some exaggeration and better timing, make it snappy! We don't really feel the power behind the old man's strikes. As for the acting shot, I think it's your weakest piece. Have you tried…
Interesting idea but probably not going to work as a general solution. Some thoughts... It doesn't affect drawcalls - that's per material (if we keep things simple) If you only use one map then you'll reduce texture lookups - this is good but only works if you stick to one uv channel Shifting/scaling UVs is cheap but not…
As it seems to only happen at the breaks between pieces, it would probably be a depth-related issue. Can you post the near and far clip planes of the camera used? (if this is happening in scene view only, you won't need to worry). Always try to keep the near clip plane as large as possible; Unity doesn't do depth in a…