Hello all. I am currently working on a character and I want it to have pixel textures. I am confused about how to straighten uvs. I am currently trying it with this simple mesh, but whenever I try to straighten it, it looks deformed and you can see the stretching on the checker map. I tried different values of the…
Yeah, a screenshot of the UI or preferentially a video would help to understand what's happening and what's unacceptable performance for you. Here for example I'm on a scene with 2m tris and take barely a second to switch to edit mode on a 700k object on my old computer - and I'm okay with that -, while it can take over 3s…
My posts weren't meant to lead into a discussion of blacklists, so I don't understand why you'd think I'm obsessed with the idea. I do feel sometimes that if game devs had been more aware of the business aspect of the industry we wouldn't be facing the situation we're seeing today. We wouldn't have sold out to mega…
Agreed. But to clarify a couple of things: Modular simply means that you can assemble a bigger object from smaller, often repeating or exchangeable meshes. Your road bits are still modular, and you wouldn't tile the texure, but repeat/switch your meshes. If you want a basic setup for a freely tiling texture (so not in…
Are you a bad enough dude? The Brief For this challenge you will be creating an environment for a side-scroller beat-em-up! This will be a 3D environment created for today’s console, PC or arcade market. Since this is a challenge, you will not be creating an environment from pre-existing ‘beat-em-up’ but rather you are…
Hey everyone! I've been working on a new project in UDK and set up a Master Material just to get everything started. While there are many wonderful examples of master materials on the web, there aren't very many that have been released for download, so here we go! UPDATE: 8/17/2013 Quick update for today. Bug fixes thanks…
Welcome to the second part of this Procedural Generation aka ProcGen classification series called “Many faces of Procedural Generation” series. To see the previous part click here. In this post I’m going to introduce a new concept: * ProcGen purity: This concept is a scale mainly used to compare the methodology’s…
A good tip to bring more depth into the scene is to add some meshes for curling wallpaper and hanging ceiling plaster. Here's a good example from Metro for the ceiling. I guess for the wallpaper it's self explainatory, but if needed, in the volga level are some good examples to find. It's a few polygons more for an…
If the concept and base model is done and locked, and nothing goes wrong, it would take 2 weeks. But very often we have to tweak models during the building, revisit the concept and design, change something for easier animation etc. I would say it's more often 3 weeks from concept to finished and working in game. Of course…
Well all I know is our water needed to flow from right to left to down to right and so on and those three colours in the examples given to us only did "up" and "down" whereas the colours I used gave me exactly what I needed. Either way it's not a big deal if there's a simpler way to do it, all I know is my method worked…