The reason for that is in its flexibility. UE4 is by far and away more flexible than CryEngine is. And unless Crytek decide to release their source code with the subscription (very unlikely), that will never change. example: Take CryEngine's material system. you have a whole bunch of preset shaders to use, and sure they're…
Thanks again for the great dialogue guys. I am really loving this! Quack: Word; http://wiki.polycount.com/NormalMap?..._thickness.jpg This is a great example of edging and resolution, but like, if you're in a first person shooter, wouldn't you want to go for the realistic version, then switch to a functional version when…
Yep. You can't get around stretching, you can only manage it effectively. Do you want a weird bulge or do you want a little texture stretching? You will want to weight that area partially to the clavicle but mostly to the spine. Right now you are rotating the clavicle too much when you're raising the arm.You're example has…
IMO there is no simple answer. For quick texturing of 3d props DDO and Substance Painter are very good. Still for projecting an exact photo to a certain model precisely, nothing beats Photoshop 3d mode , not even Mari. For tileable textures SD is powerful indeed , Also very helpful for secondary things. Something where…
LD's have a different job nopw that PPL assets are becoming the norm. A designers bottom line is framerate. On at least 3 of the dx9 ppl games I've made the designers took on the responsibilty of lifghting their own scenes with an artists creative input. This is the first game I'm on where we artists do the lighting, abnd…
The decobrush, the decobrush... let me see how I can explain. (Again, I'm on CS2 still, so I might have missed a feature or two since then. ) It basically takes a bitmap and stretches it along the spline of your brushstroke. (Instead of having many bitmaps/masks that are scattered or distributed along the spline.) This…
cool stuff man things look like they are going in the right direction. The first thing that pops out to me is the contrast in your df and spec maps. A good way to start your spec off in the right direction is to collapse your DF down and then invert it and then set it to hue on top of your original DF. Also be careful when…
[ QUOTE ] What was he trying to say about 10% of the market? What he said had nothing with the current or future market. [/ QUOTE ] His point may not be clear to you, and some of you may not 'share' his point of view, but that doesnt make it nonesense. It makes alot've sense. By asking how many people in the croud 'only'…
I think the main issues are that #1: you skewed it to much and dont have the polygons to support it. For example, whats those things going down the wall? the really segmented looks kinda throw it off and i cant identify it. is it a drainpipe? same goes for the corner of the building. In general when you can count the polys…
Oh, Ok. Using milkshape do decompile it! The thing I want to do is: Port a model that is made for CS:1.6 (that looks like the CS:source model) to 1.5. The problem is that if i just put the model in the model directory without modifying it, it looks wierd when a player dies (The wrong sequence is playing). This is because…