@oXYnary "I use medium meshes to get detail that won't be as warped (even with skew) versus if I had gone straight to the in game version. That and have you handed in a mesh to be told it's too high in polycount? Using the object space is a shortcut to this." It seems like you're causing more problems for yourself here…
3/28/16 update Hello everyone! Lots of things to update! I hope everyone had a fantastic GDC! The goal of today's update is to get ya'll up to speed and give you all a bit more information about how we're moving forward with it. First of all, we're looking to launch Our Ghosts of War Steam Early Access launch sometime in…
For static meshes, I leverage Nanite, and Houdini is invaluable for this purpose. Trees still have LODs and utilize the SpeedTree wind system. Additionally, I employ Octahedral Impostors when it comes to distant LODs.
Thats typical for me too, I normally work 8hr days 5 days a week with a little OT here and there. Going on 5 years of that and I love it. I'm home by 3:30-4pm which gives me 4-6 hours of family time before my daughter heads off to bed. I love the flexible hours and being able to work from home sporadically, is a great way…
I have a lot of complaints with BF3. It's a well made game, just not the game for me. In summary, my main complaints can be summed up with a few bullet points: -Bad weapon balance (like I mentioned in the earlier post, the starter rifle is by far the best gun in the game.) If you're playing solely to win then there…
Wow everyone... I can't tell you how much it means to me to see this thing being so well received. Hopefully some of you will swing by GDC or the Polycount meetup so that I can thank you in person for all your enthusiasm and support. Meeting some of you during last year's GDC was really one of the greatest highlights of…
Hi guys! Thank you for sharing your thoughts and attempts! It helped me a lot recently. I also would like to share some of the tips about the HLODs since this page is quite popular. Some of the points were already mentioned in this thread, so I just collected them once again in one message. I hope it will help somebody.…
Adding some comments on these later. First two are designs from mine. First one took some inspiration out of hydraulic systems if that's the way you call those
Code Name: Monster Slayer, Relative to Darkness is a game based on objectives, vendettas and intel to garner power and upgrades. Objectives, vendettas and intel decide the progression of maps in the campaign of five on five first person action. The game's ambience is that of an homage to the horror movie genres of American…
Description: We're Drop Games, Inc. a newly founded angel-backed gaming startup, and we're growing our team! We're hard at work on a cross-platform fighting game built on top of UE4 and AWS. The project is past its prototype stage and we're rapidly accelerating development, which is why we're looking for talented…