OP changed the original question and thread title after the first round of suggestions. All the suggestions listed below relate to the original topic of (quote) : "how to achieve a good workflow of authoring metallic textures in SP when working with game engine such as Unity" and are therefore not relevant to the current…
Its not looking too bad at the moment, but it is really impossible to tell what is going on there without the spec/normal maps. I also develop models for a game using Ogre (which is NOT a game engine, but can be used to make games). The biggest suggestion I can give is to get oFusion. It is an ogre viewport that is…
For realtime rendering the only format you will encounter is the DDS cubemap. If you open it in photoshop (using http://developer.nvidia.com/object/photoshop_dds_plugins.html) it will show up as a strip of six square images, the six sides of a cube. More interesting is how you sample a cubemap. Cubemaps are just a specific…
[ QUOTE ] That Peter Moore guy has probably the most irritating mid-atlantic accent I've ever heard in my life. They should make him an anouncer voice in UT2k7. Next time some one asks about my PC, I'll tell them "I'm running an Nvidea solution". [/ QUOTE ] er, eh? Mid-atlantic is a term for an accent that is neither…
um. well. the first one you posted looks completely fine to me. i can see the shadows baked in and they look correct. the second one is using dynamic shadows aka realtime calculated shadows. theyre used for animated things and cost more memory. shadowmaps (baking shadows) is the way to go for games. what resolution are you…
Yeah what is up with the jerky framerate in the QT version? You might want to check that out. Congrats on getting this done Jelmer. It's impressive and very nicely presented. Some thoughts: I agree with the ape drawing comments. As JK said, I think the lack of *actual* human beings in your reel could definitely bite you in…
modelling in Max, with a handful of scripts I 'grew up' with. If you know both well, there is just no comparison. However it really depends on your understanding of max. If you do know basic modeling in those apps, then they are all somehow equal. IF you like nonlinear/nondestructive workflows, elegant Modifier Stack use…
I imagine a lot of the slowdown in P&P comes from the foundation of this site with regards to producing models for Quake2. Back in those days, you could churn out a model a month and still have time to relax. These days, the focus is less on producing assets for a limited range of games, and more into exploring the…
advise: post the images directly in this board, why? so you get more replies. use the " " tags (without the " signs) to embed images like this if its supposed to be realtime maybe the wires are abit of a triangle sucker some planes or directly painted on the texture might be a alternative to save triangles if that matters.…
well as with most 64 bit applications your not going to notice a difference unless you need more memory, and in most cases 64 bit aplications are even a little slower than the 32 bit counterparts because there is more system overhead. so things like models with millions and billions of polies you will notice a difference,…