I disagree - I think the average joe would look at those two screenshots and not be able to tell the difference. And for those of us who can tell the difference - we should not be surprised that it's different looking. We should all know that you have to make compromises as a game comes together and gets closer to ship. We…
What app, what engine? Pics would help, if you can, especially of the bones and the mesh deforming oddly if that is the issue. Possible solutions: - Could be a triangulation issue? If you are working in quads or have polys with more then 2 tris then you should check the flow of the invisible edges. Fixes are app/engine…
@MikeF: Custom iPad engine, that's cool. I didn't mean to imply that you weren't going about this the right way. It's just that sometimes people get funny ideas about optimization and take it too far. I wish I had more info to offer, I haven't done any "low poly" stuff in a long time. I think you'll end up having to…
Hey Joe, I just wanted to offer a couple of pieces of advice regarding your resume': 1) Lose the Blockbuster stuff. Industry people don't really care about your work history prior to any games industry experience. 2) Buy an Unreal Engine 3 game that comes with the editor and learn the new engine. No one uses Unreal 2…
Many game engines don't support vertex-level animation because it's more expensive that bone-level animation. So that's something you really need to find out before going further and possibly wasting time doing something your engine won't support. If it does then you're okay, but if it doesn't there are still ways to rig…
Model is going to be broken up into two 1024 textures,the first one had the biggest parts uniquely mapped while the 2nd map,with all of the smaller details will have some unique uvs but will have strips of horizontally tiling sections which i will use to map parts like the frame,cables etc. This first map took care of the…
Yep, you should think of "animations" as separate to "models". Most decent game engines with bone-based animation will let you apply any animation to any skeleton that has the same number of joints - usually the joints have to have the same names too. So in theory you should be able to export "run_cycle_1" to a basic…
ookay, some of you are ready aware of it but I started a tutorial on how I put my character into doom3, calculated the normal maps with the d3 engines and such. so there we go, part 1 : setting up and creating normal maps for your model (character or not) for doom3 <u>Introduction: </u> Welcome in my first tutorial ever.…
Well if you end up choosing UDK, you might as well use Unreal Engine 4, which is simply called UE4 and has a lot more visual power over UDK/UE3. Making the jump from UDK to UE4 shouldn't be too difficult since they have a lot of similarities in systems. As others have said, visually out of the box UE4 has a lot of nice…
So here are the results from a quick redo of the smoothing groups and topology, as well as a quick uv map. This is primarily to show where you should have hard edges and split uvs, you shouldn't necessarily unwrap it the same way I did since it was done really quickly and without worrying too much about texturing. You'll…