Nightly build. I've tweaked the vehicle physics quite a bit (still not there yet)...speed based tire grip and steering sensitivity scripting today. I've also ditched the realtime shadows for now...until the AI are in and functioning under stress tests tomorrow. Also you will notice at the moment there are invisible…
Baked AO maps raytrace off the high polygon mesh, which is why they take time to produce (depends upon baker) while the realtime game engine does not know that the high polygon mesh exists. Things like UDK's SSAO smudge-o-vision are useful for making environments look more like solid worlds than intersecting objects, but…
@ cryrid,thank you.I tried ZIntensity and it worked.Though the depth did not change in realtime in 2.5D.But it is ok.I turned off texture but still black pattern color is visible. I do not know why but this happened. This time mask by intensity worked with deformation palette settings.Problem lies within the picture that…
Another update on my level. I decided to improve as the pipes have to end somewhere. The boiler unit doesn't have a spec map yet hence it looking a bit flat as well as the plain texture which are currently applied. Would like to find a easy way to generate a realtime reflection but my first attempt was a bit of a fail.…
That's a promo video and nothing more. The jetfighter helmet most certainly isn't from ingame (because you'd need to model in control edges and that's too much data for the memory) and the characters don't look as nice as the first character either. Heck, here's a shot from that same video only seconds later: The Sub-D is…
Thanks for the replies everyone @Cathodeus you were correct, I had Gamma/LUT correction enabled which was breaking my normal maps. I disabled it and they are looking much better, Ill use the shader poopipe mentioned, It would be nice to use the Arnold render/material setup however im pretty sure 3dsmax doesnt have an…
it looks spot on for the most part, but if it's supposed to be realtime 3d it's really unoptimized. there's plenty of tiny chamfers that aren't even visible without wires, you have planks modeled as separate meshes while they look exactly like a flat polygon from this distance, and floor tiles are models while they are so…
sorry about last night, formatted my machine. i'm getting all my programs reinstalled etc. and then i can help you a little more thoroughly. if you make a google+ account, we can use the hangout/screenshare feature. it's a more direct way of showing/seeing what's up as you can see changes being made in realtime. it's…
That's pretty good, you probably aren't turning on a lot of options. I think when i got slowdowns with lots of objects Iw as also using the realtime shadows which are much heavier. And I don't mind you sending the shader, my site and email is in it anyway. Just make sure you get the asset tracking right, or they'll get to…
ace work man, I would second that G comment for UE, get those light arrows outta there, its distracting. I really like how every screen is realtime, nice to see a portfolio without a ton of GI renders. I really like the stairs hallway piece it looks awesome. the ivy on the side of that house looks a little weird though,…