So i got bored doing my current thing and i wanted to see if the 12 sided issue could be used at all. If you are restricted in whatever you are attempting it can be done but i guess it doesn't look all that, but then again its just a cone/drum, didn't add handle or this wouldn't have been as fast as it was. Before…
Depends on the scope where the variables are used, and the compiler used. Generally speaking, uninitialized variables that are used with no value will yield compiler errors but it's pretty possible that VC# auto-assigns default values to uninitialized variables. I know the Mono compiler from Unity does it for variables…
Hurrah, it's draft time! I've done two drafts, albeit the differences between them are negligible. Still, the small differences make the biggest impacts. Draft 1 represents the very first iteration/ideation of the story. Of course, it's unrefined, very simple and probably has a spelling error or two. Off the top of my…
Thats a not so good practice because of multiple reasons, even though it could possibly work in some rare cases, but it would usually lead to other artifacts. First of all, the shading of the lowpoly (vertex normals) is taken into account when the normal map is baked. This is why sometimes you see triangulation lines or…
Thanks for all the critics! I am fixing stuff right now! More polys, fixing one of the apparent smoothing errors and clarifying some textures sipher3325: What kind of smoothing errors did you saw? And what do you mean by the wooden handle is off? Is it because the color is wrong or something else? Shrike: Yes, it was made…
Show the high poly asset? What was the error/unnecessary feature that you needed to paint out? The bake you have looks fine; it's captured all of the detail I'd imagine as expected. No errors on the screenshots? However, don't be afraid to use more geometry too. We're in 2015, and modern GPUs (especially for AAA games) can…
This is the age old problem of using a baker and a renderer that do not have synched up tangents. You see virtually every baker/renderer likes its normals just a littttle differently, and this causes smoothing errors as the data is not matched up. What you're seeing isnt the computer baking errors into your texture, its…
I think a lot of the edges could be a bit wider if its for a game model. Especialy bits like the trigger. From the reference i've looked at, it has quite a wide edge on the front portion of it. And while the rest of the gun might be accurate to the reference, I would personaly exagerate some of the details so the read…
It's very much like with the art side of games, everyone improves by daily practice as well as heavy trial and error. The game-design position is a very hard to get to position as there are so few ones in the industry compared to something like an environmental artist, and nearly always are the ones that are hired the ones…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…