Yeah after some thinking I have decided to put engine on back. I think if it were in front, the front would be to heavy. I'm starting the engine now and hopefully I will be able to put some pics up as soon as possible. The engine I have in mind is very complex and it will be one of the hardest modeling challenges I have…
It varies from engine to engine. Take for example, two engines that have 1 thing in common. CryEngine and Source Engine can eat polygons for breakfast. But Texture/Material usage will eat up your ram. So models can be done away in murder with, but the way you utilize textures. Will severely cause performance problems. In…
It'll generally be obvious to the trained eye that it's in engine. These days there's no real excuse not to put it in an engine or real time viewer, with free access to the latest tech (UE4, Unity) or the ability time view real time assets at high real-time quality in Substance or Marmoset, etc. Putting things in engine is…
UDIMs are handled as Streaming Virtual Textures (SVT) in unreal engine. Sorry, I've just realised I've assumed that's what you're using, disregard me if it's not. I'm not sure what the state of UDIM support is in any other engines. to have fun
Yeah its kind of neat, gripes for me are the non-use-age and clearly beneficial "air ducts" for like the engine+, just looks like weird hanging pieces off the body, might as well use the "free" cooling aspects of going "fast", car refurbishers complain of the same thing, they should be useful instead of just tacked on…
I don't think this is really fair - they had the better product and they established it years before CryTek even got into the engine licensing business. The Unreal Engine was quite successful, Unreal Engine 2 had many licensees (and many high profile releases) and supported consoles, and when it came to it Unreal Engine 3…