I imagine you aren't directly working with a Wii engine you just want to know some rough figures. In my experience with working on Wii titles main characters tend to have textures no larger then 512x512. Of course this was very dependent on the engine I was working with. Some of the time we would end up reducing the…
They both have advantages, CE3 is more easier to get setup and have a great scene that looks awesome, great for portfolio. However UE3 is a more optimized game engine, more options then most engines and very stable, which is why it is the leader in most used engine in the game industry. So if your a intermediate user(with…
Yeah, I should be clearer on my post. The earlier TGE we were using had very crappy lighting effects. The problem with the new system is, they are no longer supporting the old map building package. So the group I'm part of is try to decide if they should move to the new engine, which fixed many bugs, or keep the old…
the half life 1 engine is the last ( only) engine i ever remembered having a problem with uvs being outside the 0-1 range. every modern engine will handle what you are planning to do just fine how ever probably not important with bark but i know unreal engine will get less and less precise the further you go away from 0-1…
Just ask your programmer - or just the guy who wrote the engine. It TOTALLY depends on how that engine was written - what it can access (e.g hardware, classes,...) and how big the screen of the hardware is. Maybe your engine has unique features that either boost or drain some areas and because engines are all the same I…
This looks really cool. But it's very very dark, hard to see all the hard work you put into it. Generally I like to avoid pure blacks, since it's really just filling the frame with a whole lot of nothing. You can still get dramatic lighting without crushing all the shadows into nothingness. I'd suggest adding a soft…
It has been a long time Polycount, but if anyone still uses this I realize that I am kind of working in a bubble and Polycount was good for feedback back in the day! I am trying to make stupid fun history videos with over the top nonsense where if you aren't paying attention you might learn something. Using UE5 (I was a…
Great work! Loving the composition on your newest piece. I like how you occluded the foreground elements. It gives the scene some nice depth that it didn't have before. Right now I can tell those engines are massive, but I don't really know how massive they are. I think it would benefit the scene a lot to have something to…
I don't think you need to worry about working in linear space while creating textures. I think the only change in a linear lighting workflow is how rendering engines calculate lighting. In the past (and mostly in the present) game engines would calculate lighting based on gamma corrected images. Now they are lighting…
if the verts are on the exact positions of the other verts it shouldn`t really matter if they are welded. It might differ though from engine to engine. It might be thus a wise decission to snap all values to internal values (e.g 8 unit grid) where they snap or should connect to other building elements. I have a script…