Just out of curiosity. Has anyone here used IK animation in the source engine? I'm starting a mod which is going to rely heavily on object interaction within the engine and was wondering how people have fared with it before?
I made this Extinguisher for a personal environment in Unreal engine 4. Polys: 956 Tris: 1850 Modeled in 3dsMax and texture in substance painter 2.1.0 Render in Unreal engine 4. https://www.artstation.com/artwork/aO2a8 I hope you like it :)
I do the lighting and the rest in 2 day so dont expect too much. modeling and texturing done by my friend dariush hafez. Engine: Quest3D Render Engine for bake: Turtle http://www.ali-rahimi.net/blog/geshm/geshm.exe
Engines triangulate everything during import. Therefore its better to triangulate by hand to get the same triangulation as in engine. Or import and export the asset. You need this for clean normalmaps.
People reverse engineer entire mmo servers, so this is not something too complicated. but if it takes a week instead of a day to reverse-engineer it, then thats a win for the companies I guess.
Some engines don't support 1024x512. If you're just making stuff for your portfolio I wouldn't worry. If you're making assets for an engine in mind then I'd check.
Why are you using an old engine that doesn't render or run very well? There's a lot of free engines out there that would instantly make your game look better.
There's tons of engines and usually, the good ones cost money, and only supply the engines (you gotta do the integration). Then you gotta buy voices. With that said... http://www.nextup.com/