Most hardware nowadays is more limited by fillrate than by vertex counts: PS1 0.36 mil tris/sec, PS3 1200 mil tris/sec (3333 times as much) PS1 33mpix/sec, PS3 13200 mpix/sec (400 times as much) N64 0.15 mil tris/sec, Wii 50 mil tris/sec (333 times as much) N64 31mpix/sec, Wii 950 mpix/sec (30 times as much) Xbox 117 mil…
Still a very confusing topic for me but from what I learned is that most programs now, like Substance, Xnormal, and Knald all use Mikkt space as the tangent space calculator to bake normal maps. Maya and 3ds max use a different tangent space calculator to bake normal maps. If you are exporting a mesh from Maya/3ds max to…
Time for another update: I want to get grain sacks in there that react to physics (bullet impact). I plan on doing that with the soft bodies from Nvidia Flex. Getting Flex implemented in Unreal 4 is not easy, so I decided to write a comprehensive tutorial: 1. Get an account on Github, and download the software. 2. Link…
1.8 Suite don't resolve the problem on mine (PS CS5) ------------------System Information------------------Time of this report: 1/9/2015, 23:24:53 Machine name: CORSAIR Operating System: Windows 8.1 Professionnel 64-bit (6.3, Build 9600) (9600.winblue_r3.140827-1500) Language: French (Regional Setting: French)System…
This looks great! Here are some crits. fr16 - the neck feels broken because the head is still looking straight. It's ok to let the head follow the body and lose eye contact a bit. frame 18 - I think you need a better pose. move screen left more, lift that back leg up and really show the force that is about to be put into…
Time for updates! I've been collaborating with Konras lately to create particles for a pretty amazing set for Dazzle he is working on at the moment. I really dig this project since Dazzle is one of my all-time favourite heroes and I've been waiting a long time for an opportunity to create particles for him. The theme of…
Wire Parameters are what we used in GTA4, but lately I've been experimenting with Float Expression controllers instead - they allow easy clamping, so you can say rotate this bone at 50% of its parents rotation, but only between here and here. You can set up float expression controllers for objects to control their position…
UPDATE 11/24: Hey guys. I've gotten a LOT of messages about this and while the people i've seen have great portfolios, I feel like it might not be exactly what i'm looking for. I think this was mainly a mistake on my part-- I was not specific enough on the style I was aiming for with the model. I've attached a character…
Hello everyone, Today I want to introduce you a new feature of my Importer Hub for CRYENGINE tool along with the 0.5 update which allow you to make a complete seamless workflow between the new Quixel Suite DDO and the CRYENGINE mainly useful for preview you work directly in the engine. First, keep in mind that this feature…