What kind of physics? For gameplay related things like player movement I think its usually done by each player submitting their position and velocity at set intervals, and maybe also when the player changes current movement keys pressed. The server would then send that info to all the other players and they would update…
Well that works, but it doesn't really help me speed wise. I combined my objects all in one scene, keyed the visibility and a camera on each frame I wanted to render, so it rendered out 15 in one batch render. I was hoping there was some sort of channel override similar to how there is a material override in render layers.…
I usually take a moment to figure out which objects I want to have higher resolution, mostly on the upper area of a character. It's obviously easier to give higher density to objects that are a separate element like the hero's shoulder pad. But for a body that has no natural seam, it would be more difficult. So I actually…
From what I understand of Lightmass, all shadows are baked. However the "dynamic" appearance of the world shadows on the dynamic objects is achieved by projecting the static lightmaps of direct lights into the dynamic light environment of those objects. So while it's not a true dynamic shadow in the traditional sense, the…
good point shepeiro, but we dont know if they do lit dynamic objects that accurately or if they use something more simple... thesplash, thats what I tried to say. If you have shadowmap info, you can apply it on what surfaces you want, how you want. You will need depth rendered from "sun" with the current scene (dynamic and…
I think scaling UV areas comes more in place whenever you combine several objects into 1 texture. If you have just a gun you might want most likely to preserve a equal texel density among the faces. However when having for example a character, a gun, sword and or other objects you might consider giving those objects more…
Aside from the little quirks I keep running into that take some minor tweaking of the model the more I push her during the animation process, I think this one can pretty much be call finished. Just wanted to post the final results as I'm really happy overall with how this project turned out for my first modeling effort. I…
Here is an example of what can go wrong with object space scaling and hopefully knowing why it dorks out will help you work around it better, maybe even use it to your advantage in some way. Lets say you wanted to change the up axis of your model from Z to Y, (pretty common when transferring to another app that doesn't…
I do not know your background, but i kinda guess you took a big project to make for a portfolio. Such projects can take up months if not years to complete,so good luck with finishing it.What i recomend is, you'd better start making a good house as a portfolio piece, finish that completely, then go for another one.Don't aim…
Hey everyone, thanks for the responses - there's a wide-range of insight here that is more than helpful! SO, in summary it's looking like texture resolution and the number of drawcalls should be considered when modeling while vertex count is something to be considered for hero assets and mobile games. I did not know that…