I think crazy bump displays the result with an offset mapping shader, which adds more depth to the model. What is the final purpose of this map? if it's for realtime purpose then just don't render it and prefer a viewport shader (highquality rendering or a custom cgfx/hlsl shader). If it's for rendering then I guess…
Yeah man I was getting away with not having a shadow around the eye thanks to marmo's awesome rendering, I did try the method you mentioned quite early on but it was a bit too overwhelming with the realtime shadows and AO. The viewer could definitely use it though i agree. I'll bear this in mind for the next one. Also i…
also , you can just bevel the edge instead of going ape shit with smoothing groups, the additional cost is not very much, considering when you make an edge "hard" you are essentially adding duplicate of verts on the hard edge. its not going to tell you in max or maya you have more verts when you make an edge hard, but its…
My workflow will be the following: * Building of Basemesh in Maya * Create (UVs) with Headous UV-Layout * Detailing in Zbrush (Creating of Normalmaps) * Painting of Textures with ZBrush * Rigging and Animation with Maya * Export for the Realtime-Engine. The Polycount for Model in XNA should be around 15.000 Triangles and…
since i'll be getting a PS2 (finally) soon, i've also been looking at MGS2+3 but having experienced part2 a while ago, i'm really wondering if one would want to play through it a second time. is it as linear as it seems? as for the cut scenes, are those really running in realtime? they look like pre-recorded and…
The flatness of the ground meshes was really bothering me so I added sticks and stuff and some subtle displacement. These were added inside Unreal, but since I don't have a separate thread for this, I'm just gonna post them here. Things are getting a little bit crazy from a realtime standpoint, but it still runs reasonably…
Yes, if the player can swap the coat on/off, then yes you need the back of the undershirt. However you don't need the inside back of the coat where it touches the shirt, as this is never seen no matter how the character moves. You do need the inside bottom of the coat, as it can be seen between the legs. You will have to…
I'm not talking about the issues for the workflow, I meant the issues derived from the order the realtime engine render the polygons. Here there is an explanation about this, in the paragraph "the stripping process": http://www.ericchadwick.com/examples/provost/byf2.html But curiously the people of epic don't follow this…
I prefer ProOptimizer because it precalculates the mesh, then I can dial the % up and down and see in realtime what the results are. Decimation Master kind of does this, but it's not as quick at showing the results. However it does try to keep symmetry which is nice, and you can use a Mask to control the density in areas.…
I would recommend UE4 but considering how much older UDK is, there are likely to be a much larger amount of well made tutorials for getting things done in UDK versus having to randomly experiment or wait for tutorials for UE4. There are also some other factors to keep in mind such as the fact that UE4 requires an absolute…