Yes, Source is a bitch to work with. It's very hard to figure out anything about it without tutorials and the only tutorials available are written by people like me who are just fans trying to figure it out on their own. Valve doesn't officially support any part of the SDK, at least as far as I know, so there's no way to…
To be real about all of this. I would much rather see Valve go the direction Crytek has been going with their engine tech. "Real-Time". The idea of exporting any asset from you're primary application and having the need to write a .qc script file to compile that model and texture is really rediculous. I use Source at my…
Thanks for the responses everyone. I am a little confused about some of the talk about using decals. The decals I have dealt with are usually just textures that are projected onto 3D surfaces in the scene. The problem with our engine is that the decal is represented by a single node in space so I have to move that node…
Yeah, could use a parallax shader or something. glTF has this design limitation of using a fixed-function shader, which is meant to keep it portable, and easy to implement. But that means you can’t really use a custom shader. Unless you tie it down to a single engine, then you can do whatever you want.
It would depend - for example, if your game is vertex baked (say, you just baked Radiosity in 3dsMax) then your work has a constant performance/memory implication in game... for example, the memory footprint will be exactly the same and the performance/fillrate will be exactly the same no matter how you adjust or setup…
The problem is that it isn't going into an engine like UE4 or Unity, its going into a flight simulator game engine and it is bare bones and nothing like any game engine most people use. I think because of this I will have to use just Max and Photoshop... Basically from what I understand, I will have to go to the airport…
you can only load a single texture at a time, unless you do multitexturing (multiple textures layered on top of each other) so to be more precise one texture a "texture unit" normally your card can access like 4-16 textures at the same time, but not like per object, cause when you render a model that consists of multiple…
talking with our programmers a lot, it usually is bad to throw tons of small textures as it increases access time. but it really depends on the engine and the platform the result is heading to. there is no rule of thumb. but most engines the larger the list of textures and objects you give them to access the worst. (on the…
@Jumbee "I find it easier to use a bevel modifier on my low poly to make the edges smoother and bake it that way. That way I can just turn off the bevel modifier and i have an instant low poly, or turn it on to have high poly." Interesting baking with an active modifier stack? afaik they must be collapsed beforehand, well…
What are some limitations you are bumping into? What game engines and animation systems have you used? I've been working in the industry since 2000 and while the 12 principles of motion haven't changed the technology behind real-time game animation improved drastically. I remember game engines not supporting bones, and all…