same thing for me. if they didn't write cryengine3, i would say they still use the old core. for me it seems that rendering polygons reached a certain boundary. all that could boost would be better lightning. but this is still something way to expensive for present specs. there must be a reason why pixar doesn't do…
[ QUOTE ] Its bullshit that Alias didnt consider that requirement. [/ QUOTE ] Im starting to think alot of Alias's stance on Maya being a game dev platform is bullshit. Compare Max's ability to display realtime shaders vs Mayas. The CgFX shader, while functional is pretty completely undocumented and the ASHLI shader is…
looking nice, don't really see the point of modelling signs and shit at this point though, you'd be better off tackling that once you've got the majority of the scene planned out. Might have been mentioned before, but is this for high poly FMV or a realtime? I only mention this because at the moment your scene looks very…
Yeah that's very true. It's more the technical aspect of lighting within Cryengine than the theories behind lighting itself. The scene I'm working on is sort of a dilapidated apartment so the main lighting will be from the sunlight shining through, hence me wanting the bounce lighting effect. This would be easy in UDK but…
tbh the "number of polygons" a game "can handle" is like ... a ludicrous simplification of game performance. You can slow pretty much any engine to a crawl using about 20 polys if you do it intentionally. And if you want to draw completely flatshaded tris with zero realtime shading or lighting, you can probably render…
Just a quick post to say that turning off open gl under preferences/performance in CS5 has improved things considerably for me. I've been trying to test the program but it's been so slow for me that it's been practically unusable. Adjusting slider and seeing the results took upwards of 10 seconds, now its pretty much…
Understood, Jonathan, I appreciate the quick responses. Maybe a readme or install procedure doc might help with the install? I noticed that when I reinstalled with windows defender realtime protection off, I was able to get a little further. It might be good to have all of the latest revelations in one post, or one doc.…
Ok, here is where I have arrived after a couple hours today, Still have a bit of work to go on it.. Also I ran into some trouble with marmoset, (I think my card is giving me some guff, Quadro FX 580...) So I'm also working on figuring out UDK, to get some realtime renders.. Here are my maps so far:
ive heard of atlas being used for realtime generated 'swatch' textures, with each swatch being uniquely unwrapped like a character--(for like, MMO armor combo permutations), but usually I've used the term for a large texture with swatches of tiling textures. Usually weve planned these doubletall, or even quadruple tall…
Will test it out. If the results are good maybe it could cut out Knald from the equation...but I just find Knald fascinating. I want to implement it in my workflow. Wrote to metalliandy is to possible to add support for world space normal maps. I think it is worth the hassle to make it work like that. Being able to tweak…