When you are working with any shader combined with the textures for material definition, you really need to make a decision; what is the ultimate output goal? What I mean by this is your final presentation. Is it going to be in an engine or offline renderer? Creating textures for material definition in one engine/shader…
The PS2 has always been a dog when it comes to Z-sorting alpha planes. I remember a coder explaining it to me one time. Basically it could be done, but required your engine to do some serious calculation, and that was a trade off - use the cycles to figure out the Z-depth of the alpha planes, or use it for something else…
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…
Rough CONCEPT ART (The concept art are old with minimum research were done when drafting it out. Hence, the final design of the assets would most likely be different with justification and evidence.) BRIEF EXTERIOR CONCEPT ART (Anushka Ghosh, 2025) BRIEF INTERIOR CONCEPT ART (Anushka Ghosh, 2025 & Ong Jian Wei, 2025)…
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…