Personally I don't think this is something that needs to be decided on ahead of time. In short, visual quality should be balanced with performance in engine, and ideal resolution can be adjusted as the game grows. Author textures at as high a resolution as possible without creating undue burden (file size too big, too much…
That is, unless you're confusing screen resolution with texture resolution. Texture resolution is the size of the flat image that is going to be wrapped around your character models or applied to your maps. Screen resolution (of which 1024x768 is a valid one) is what you're running the game at. Earthquake is right about…
I should of expanded on that, I meant everything but the face. What I was trying to say was, the texture resolution on a character will be higher resolution than the display during gameplay unless you are pixel peeping. And when everything is higher resolution than the display can show, there's no point in having…
the point of nanite is that you just use that higher resolution mesh and don't use normal maps in the game, and this is meant to be overall lighter amount of resources, since the triangles cost less than the normal map whether or not you'll actually do that is a question that has to take into scope the entire production of…
Mishra: That's a quote from the Hitchhiker's Guide To the Galaxy: "The Hitchhiker's Guide To the Galaxy describes the Marketing Division of the Sirius Cybernetics Corporation as 'a bunch of mindless jerks who will be the first against the wall when the revolution comes'. Incidentally a future edition of the Encyclopedia…
This project was focused on taking a prop design we could find from a viable artist and translating the concept into 3D as a Hero Prop. I chose a lantern with a cute heart motif. I feel like I accomplished the idea of transforming the prop into a model that would be seen often on screen in a game and utilizing a low poly…
StefanH: no need to be sorry dude, i should have made it more clear earlier! A lot of people actually invest time in lighting earlier than I did, and I'm inclined to agree that it's a better way of going about things. jordan: hey man, I'm no expert, but there's usually 2 key things (in UDK) that will affect the…
Update: I’ve made curve ceilings (and added pipes) and adjusted lighting. I have prepared the wall for a tiling texture and the supports for trim sheets. I used a texted density of 10.80 with 4k resolution. The pieces are modular, I had a thought of doing this in PCG but for the scale I’m going for it’s not worth it atm. I…
Whoops it was my fault actually. I set Quixel to the wrong Photoshop exe path. Oh and hey, while I'm at it, there's this 3DO bug (it happens to more people than just me I'm sure) where it says "failed to switch resolutions, all resolutions failed" and it will close. I found a fix. Tell them to set their screen resolution…
Just as a heads up for the BSP lightmap res.... its actually inverse of how you're probably thinking. So Lightmap resolution of FBX's in UDK/UE4 are determined by the pixel resolution of how you set it (ie: 32 lightmap res on an FBX = 32x32 texture resolution), however the Lightmap res on BSP defaults to 32 and gets…