The bottleneck for us with terrain is two things: 1. in order to keep decent heightmap resolution on large terrain, need to split it up. 2. we run lots of calculations on the terrain data to determine foliage/prop placement procedurally. That seems to hit a bottleneck the larger the terrain is. However, we were hitting…
Thanks! I'll go back to work on texturing. I'll try to put a little more damage on the head, I didn't want to go overboard, 'cause I still did want it to look like a sturdy shield, but I'll accentuate what I've got so far. I'll revisit the back of the shield too. Maybe it should have some stains or more visible sratches,…
Great work so far, everything looks clean and smooth. My two penneth on this scene so far is that it's a bit too...organised? The picture frame and carpet are placed perfectly, as is the table and the curtain rails. In RE7 everything is slightly off, with debris, general disarray and staining. It's probably way too early…
is it just me or is this game really hard ? i recently finished darksiders 1 and didnt have much trouble beating waves of enemies but in D2 i kill 1 wave and suddenly 4 harder enemies spawn while my life was already reduced significantly by the first wave. Boss battles are pretty manageable but its mostly the fights…
No worries man, the decision making just seemed odd to me. Whether you merge the meshes together depends on your setup, but it since there will be 2 material IDs you will get at least 2 draw calls anyway. What you don't want is a bunch of different meshes for each piece of decal geometry. Also keep in mind you can use the…
I am doing textures and vertex painting now at the building. Is it OK to create more polys on the mesh to do a vertex paint? The selected ones on the screen are ones that i created to do a vertex painting. Also i use 3 different images of the same texture but tinted in 2D program to different colors. In this context is it…
The tutorial didnt really help me in figuring out how to lock my verts to a per pixel basis :( or i just didnt notice how. This problem though produces some blurred edges where 2 pixels are trying to change, Whereas is a RIDICUlously crisp black line around the edges. as if its a vector in the texture.…
Yeah it doesnt look the best, there is a roughness and ref gloss channel but the historical references used force texturing to a minimum when it comes to the majority of the boat. Even the paint is just a stain which essentially takes on the roughness of the wood If I wasnt trying to stay historically accurate when making…