Gamedev. Yep. A huge ass train + area around one of the platforms. Think I got a pretty good idea. Don't want to ruin the surprise though. I hear ya about scale. I usually do a box unwrap on the walls every time i reexport / change something so the scale and unwrap is really never finished. Vrav. Taking alot of inspiration…
Autodesk guys, it seems like the main defence against our criticism is that it's not for us higher-end devs, but rather for low-end mobile developers. A lot of people however, are expecting this to finally be a de-bloated version that keeps onlycore gamedev features, without limitations. We all know there's a big divide…
Things that show up in yellow in the modifier stack, are activated. As long as its yellow you can click the move gizmo in the viewport and move the mirror plane where you want. You can do the same thing to most modifier gizmos like UnwrapUVW, bend, twist ect... It centers the mirror plane at the objects axis. You can…
@gamedev First off, thanks for the all the cirts, I really appreciate it (wish you woulda posted earlier! haha) As for the modularity of this... the buildings are useless other than for this project. Last month when I took this class I pushed hard for modularity of my objects, I failed and the teacher said to be less…
Not sure how Carmack does it (i assume you mean the having a sheer amount of data visible, no matter what), however i thought about a method some months ago which should work (unfortunatelly my gfx card isn't powerful enough for this method). The idea is break the textures in subtextures, render the geometry without…
Hi everyone, This my introduction, Applied game developer by trade, modder and indie gamedev by night. Currently I'm working on a fantasy/afterlife themed RTS Oberon's court. My schtick for this project is to do it without any textures what so ever, only shaders and geometry. I've internally debated not doing any real-time…
I found a really good post and comment on reddit.com/r/gamedev that might help some people think about their time a little differently. Original Post -Full time employees, where do you find the time to work on your projects?- I'm going to pre-face this with: don't say, "I do it at work" or "get a job where you can get away…
Sounds to me like the OCD is really the root of it all. If you can tackle that, it sounds like a lot of obstacles might be removed from your path. Have you studied up on the medication side of things? Might be worth some side effects. Many of those I know that have succeeded in game art are self-taught. I understand…
Yea, should have elaborated a bit more on that. Sorry. Blender still has trouble with workflows that involve other 3D software, usually if something needs to be imported into Blender, but Blender > Engine or Blender > Maya, Max or Modo is perfectly fine except those custom normals which you can't even create internally in…
Nostradamus: cheers! Chief benefit to me: it's visual. From an art background, I just understand things so much better when I see them laid out- some examples: you can clearly see the connections between things, and how the 'flow' of code works- especially when you view the graph at runtime any logic being called has a…