[IMG]file:///C:/Users/Michael/AppData/Local/Temp/moz-screenshot.png[/IMG][IMG]file:///C:/Users/Michael/AppData/Local/Temp/moz-screenshot-1.png[/IMG]Over the last few days I have managed to get the character working in the game engine. I had one issue with the ini file where I wasnt referencing the mesh locations correctly…
So. I'm trying to make an environement :P. No idea what to write here cause I never post anything, obviously... :P I've been working this for a while now. It goes slow, but steadily something every week. Main goal is to finish an environment by myself, or actually just make one to start with. I've mostly done a few props…
Most game engines operate on the metric system with 1cm being 1unit. Figure out how many pixels you need per cm. Depending on the style and hardware resource requirements of your game you might have to go 1px per 1cm or even 1meter. Those games are typically large blocks of color with very little pixel definition. A good…
Good grief. The last time I went three days with no sleep I was in the military and people were trying to kill me. Catch some Zs man. I find there is a certain loss to returns after so many missed hours of sleep. 10 hours worth of sleep deprived work can often be done in 5-6 hours refreshed from spending the extra 4-5…
[ QUOTE ] the inside of his knees looks a bit odd, and overall I really don't like that sloppy zbrush look, but thats just me I guess. [/ QUOTE ] [ QUOTE ] "I almost prefer the sloppy Zbrush effect to the ultra clean , and equally not realistic effect of most standard modeling" [/ QUOTE ] Not only do I agree wholeheartedly…
Hmmmmmmm. This one has me thinking hard how to put this. There are elements that make me think NICE. Parts that look really good. Then there are parts that make me think Uhh... Needs some love. :) I don't think I've seen an environment made by one person with this level of contradiction. You have areas of low noise, areas…
Well let's do the math here. Assuming DXT1 as a basic texture format, normal map specific formats might be smaller as they're optimised for unit vectors. http://en.wikipedia.org/wiki/S3_Texture_Compression#DXT1 16 pixels per 64 bits of data. 512x512 / 16 * 64 / 8 = 131072 bytes. Let's add mipmaps. Total comes to about…
Single Attractive Game development studio seeks fun and commitment with likeminded 3D environmental artist. id Software is seeking a talented 3D environmental artist to assist in creating atmospheric and highly detailed environments. The applicant would be responsible for generating world textures, creating normal-mapped…
Epic has released the March Beta for the Unreal Development Kit (UDK) today. It contains the technical updates seen in the Samaritan demo from GDC. Click on through for details on this massive UDK update. On March 9th 2010 Epic released the March beta for the Unreal Development Kit (UDK). Inside this update are all the…
Hi! English isn't my motherlanguage so I'll try to explain it as simple as I can. I'm building an modular enviroment in UE 4.8 and the pieces seem to be randomly rendered little darker or lighter than others. Just take a look at those screenshots (especially flooring, wall with windows and pipes) :…