Post your games! Ours is at: http://globalgamejam.org/games/ultra-sumo-penguin-yokozuna-taisen This won us second place (out of 5) at our location. Some of the teams didn't get the time to fully implement all the intended gameplay, which helped us of course. Make with Game Maker, it requires 2 to play.
I agree with you guys, I intend on cutting down the bond gameplay footage considerably with my next rev. Hopefully having only 5 seconds or so of gameplay footage per model. I will be adding footage from my current project, and hope to have about a minute of it, with gameplay and turntables. cheers dabu
I'd also buy some charcoal pencils, and be sure to get a range of hardness levels, from 2b to 9b, and buy some white erasers--also kneaded erasers are popular for working with charcoal. And the size of paper isn't so much important as the tooth of the paper, or the texture. The thing about working in charcoal is that…
art? gaming? what are you doing on your computer? Do you intend to make use of RTX features on the 2080ti? Do you care about freesync or gsync technology? Do you care about price a whole lot? Are you looking at aftermarket cards or just the cards from Nvidia/ AMD?
Low poly vert normals are meaningful, that's why they are called tangent space normal maps, the surface normals of the model directly effect the bake. Artists mostly use cages to avoid projection errors, such as skewing from projection errors or preventing the baker from looking at an overlapping piece of geometry instead…
Just an update: the Island is still being made, however, I've also been working alongside updating my portfolio as was intended from my college admission thread. I've been using this opportunity as a "I learn as a go" to better complete the island (as I want to give it bump maps and spec maps).
THUNDER HORSES!...err... anyway. Here it is ingame. With particle which seems to be very hard to balance out. Checked accepted swords that had particle and they weren't balanced. Not sure if this is intended. As for the wraps. Well, as you can see. It is debatable on many levels. Will discuss it further with Stefco and see…
After rebuilding some areas of the low poly to add a bit more detail (now at 3,693 polys) I've wrapped up my final UVWs (no pun intended). The only shape that really gave me pause was the stock. I tried to hide the seams on the left side and under the stock. Is that the best solution?
That seemed to be broken for me as well in 2014. My fix was to just extrude it a very small amount in world space, then I was able to use local to extend it out further...Crappy for sure. I also ran into issues with my Gizmo becoming "distorted". Local extrude is working as intended in Max 2015, though!
Might just be slow because it's not really intended for 200k poly meshes. Maybe break it into smaller pieces and put it back together in-engine. If you really need to, you can try importing it with the vertex colors painted in whatever software you're using. The material should be able to still read and use it anyway.