It wasn't bad, but I did feel that several questionable decisions were made vis-a-vis the story. I won't go too deep into these, as they would require some fairly significant spoilers. Bottom line, imagine the most generic take on the character of apocalypse, and the most generic solution for the X-Men to deal with that…
It would be dishonest to say that the audience hasn't changed at all, even I've noticed it as along time gamer. I never thought grand theft auto was an amazing game, or that sandbox games like Saints row and Red faction guerrilla were all that great. That means because of things like generational turnover (i.e. fresh batch…
Linear space and sRGB (gamma space) are two different things. Generally for an albedo map you would use sRGB, but most engines have options to do either. I know in TB2 and UE4 you can choose either linear or sRGB. sRGB is generally used for maps that you create by "look" like albedo maps, while linear space is generally…
i think that what ever they put out will have a far better read on the actual market for the product then microsoft or sony has. what ever they offer will be more compelling for gamers. even if it is at the same price point it will have all the extras that make it more attractive. @Richard Kain the original reason for a…
Generally creating particles is something very specific to each game. Most will have their own completely proprietary systems that will either have an editor, or require you to write scripts/code(yuck). The basics of particles tend to come down to 2 types, using a sprite, or multiple variations of a sprite with specified…
Generally I wouldn't smooth shade boxes with 90 degree angles and then use a normal map to correct the shading as a general rule. Even with todays synced tangent workflows, compression, mipping etc still isn't nice for deep gradients in normal maps that span across large surfaces. So usually in similar circumstances you…
You can absolutely build the same sort of thing with distance nodes and a bit of fiddling around - I use that sort of technique a lot for converting handpainted masks to distance fields for further processing. The main benefit of the included primitives is that the shapes are defined by a function that emanates from the…
Hey man, I dig the sculpt but I see a lot of areas it can be improved in terms of texture and materials. The only thing I notice with the sculpt is you have a lot of not so nice hard edges on his gear and stuff. It just looks ultra sharp and unrealstic but I think the anatomy looks good in general. For the texture and…
Depends on how you're generating your heightmap. If you're using a tile sampler or tile generator and the input shapes have alot of contrast or gradients in them you'll probably get overlap. You can try to reduce the contrast of the input shape or in the tile gen/sampler increase the color random, which will hopefully sink…
i'm not even going to consider wasting brainpower on the subject, at least as a consumer (as a game developer it may be a wee different, but not terribly much). i got in on the current generation relatively late in the game, and i'm very happy that i did. all the consoles were a half (or in the gamecube's case, a fraction)…