ok.. i haven't changed anything just yet.. but i am working on the rig.. but this is what i was saying about the difference between tangent and object space normals.. the visual look.. this was the question i was trying to ask initially.. what is the difference between them?.. and if one version is used over the other in…
I would urge you to bevel the edges like mop suggested not break them with smoothing groups at least in some areas. Remember smoothing breaks actually break the geometry, and put two verts right on top of each other, like UV seams do. If you're going to put smoothing breaks in there, try to get them to run along UV seams…
Gorkamorka is my main inspiration, loved the game. I'm doing gork and mork team colour variants. So @whats_true no red paint job I'm afraid, but I'll see how I crack on with the gork and mork themes and might add some 40k paint variants for some more colour. Cheers for all the comments, I'll share some of the techy bits if…
Ambient Occlusion represents shadowing that comes from the environment itself, not from any particular lightsource. I like to think of it as the shadows being cast by bounced light, as opposed to the shadows being cast directly by a light. A light map is baking any lighting information into a map. You could set up a bunch…
with the most respect for all of you folks, i'm going to go ahead and sort offff diissagreeee with you on the adding more world objects point. personally, i hate loaded environments with too many details. to my personal astetic taste, adding a whole pile of stuff to this scene will *surely* make it uglier. that being said,…
Some big updates over the holidays! The biggest one being we switched over to HDRP to do some lighting testing and benchmarking. Project is definitely getting close to being finished! Will post some gameplay footage soon as we start putting stuff together for nextfest still have to work on some decals and smaller objects…
nice :D it works better on the turntable i think - now i'm wondering if there's a way to lock the dither to the object. the question is - do i do my actual job this afternoon or slack off and try to implement it?
It really depends on the engine and the game. Usually static meshes/objects can be animated in engine without bones but often it unlocks a lot more tools if the object is treated as a skeletal mesh. Even as a simple one with just one joint can unlock certain skeletal mesh tools that just aren't available to static meshes.…
Hi Lycan! I think you've have something interesting going on here. So I can offer some insight of some fundamentals. Don't have much time, so I'll probably have to cut some parts short. 1. Composition: Because you have so many objects scattered randomly, there isn't really much for the eye to rest on. Even if composition…
I agree with this. While I do agree that console games are holding some aspects of game development back, it is mostly in the technical areas like graphic fidelity due to memory limitations, all of which will pretty much be negated for a few years with the release of the next gen consoles. A PC game will not automatically…