Damn, that was a great read. I would have never guessed it was that complicated to implement a FOV slider. I guess it's one of those things that some people don't appreciate enough because they have come to expect it. On a related note, I wish people would stop bashing the CoD engine. It is an incredibly difficult task to…
Here is an update on my UAZ "Jeep". I did some AO this weekend and next up is the diffuse and spec map. I was thinking about which game engine I should put it in when I'm done. I have seen that a lot of you guys use the Marmoset engine and it seems to be pretty nice. But how well dose it handle alpha and cube map? Has…
It looks interesting, but if im reading it right it's puzzling from a technical standpoint. You chose to add counterweights which is pretty realistic idea given it's dimensions and you obviously thought it out, but then there's what looks like a giant turbine engine sitting sideways under the fuselage? I dont know if it's…
[ QUOTE ] This could also be a move to streamline the production of their titles. Since the UE3 engine is supported across multiple platforms, it eliminates the need to create custom engines per project. [/ QUOTE ] I'm pretty sure people were saying the same thing about renderware when it started to get popular among…
[ QUOTE ] What I wonder is if the engine enhancements from Q3:TeamArena will be included. [/ QUOTE ] I don't doubt it, but team arean didn't even touch the engine with new features at all; just had a completely recoded ui/menu system (and that's seperate from the engine, definitely, it's more into the gamecode. You can…
It's been home for a while now. We got the engine back from the body shop painted Chrysler Engine Blue; with any luck I'll get the engine / transmission together and in this weekend. Plenty of parts on order at the moment, and they'll be going in as they arrive. Just a side note; that intake manifold and valve covers…
Just to touch on a specific point here a bit. Not responding specifically to your comment, it just reminded me. Generally if you can do it, its best to create your assets with a neutral lighting environment, something without a whole lot of color, but still representational of your game engine. Unless of course you know…
I'm an environment artist at the games studio I work at. I'm still new there but I can share with you some of the tips and tricks I've learned. Firstly, everything is going to come down to the engine and platform these models will be used for. PC specs are going to be higher than PS2 and PSP/NDS specs are going to be heaps…
The target platform I had in mind for the model was PC. The model’s poly count was 187.7k vertices, which I’m assuming is too high and not ideal for game engines. That is the poly count before retopologizing the car frame. Do studios not retopologize car models for better optimisation?
This is round 2 of volunteer recruitment. Our project has been afloat for a couple of months now and we have been holding together nicely. We have been doing pre-production and early art development. We are nearing a point when we will need animators in particular. We aren't very elitist, we really are here to learn the…