Just because she's a fit bird does not guarantee her a place in the top ten game create of all time; she only has two great games to her name so far! :poly124: Having been through Fallout 3 and Tomb Raider:Undeworld, I cannot agree with this statement more. Both games look glorious. Our particular side of the industry is…
[ QUOTE ] "Dear Fuckwit, Let's start with ignoring the vast quanity of shite and lies you make up and get to the meat of this issue. Vendors are responsible for who games are sold to. You don't sue Smirnoff if minors go into a bar, get served and get drunk. Grow a pair of braincells, rub them together to create a spark of…
You can still do it via the texture route. Make a displacement texture and convert the displacement to geometry. This way you still gain the flexibility texturing offers, and the final output can be the same. If you want to see a visual example look up clothing tutorials in zbrush. Many times people will do a quick unwrap…
Totally depends on the game type and the target hardware. Phone? PC? Console? VR device? In my experience, the art lead works with the lead graphics programmer to iron out a rough budget. Say, 30 512x512 textures per level. That includes texture sets, so if one material requires Color + RMA + Normal, that's three textures…
Thanks for the critique. Regarding the texture size, I think the next step is to see what it looks like in game. The target platform is the Oculus Quest which has a resolution of 1440 x 1600 and it will be the hero piece fairly close to the camera. I hadn't decided to paint it pixel style when I did the modelling and will…
We could say that if your input and target array data layout matches - if the data set is a texture and the input output uvs matches, you can go SIMD. If this requirement meets, executing the given operation once is equal to if you did it on each element. Basically a texture sample here is a "for each". You can't apply…
That depends on the quality and performance of your rendering solution. What's your target engine? (Assuming you are talking about realtime rendering.) Normally you'd want to have AO to fake contact shadows anyway (ideally only for the ambient part of the light). AO maps on the other hand can give you more detailed control…
Just buy X-rite Colormunki display , follow the software step by step instructions and it would do it all for you. Bypass the nonsense like ambient light calibration and set you target luminance to something around 140 cd/m2 in drop down list whatever HDR nuclear brightness your monitor is capable to do. Then probably you…
I am currently working on a side scroller in the UDK for an indie project. I got this working literally like an hour ago. However, I did it through creating my own script for it. It is more beneficial to set it up through script than kismet for a few reasons. Kismet is per level only, while script can be set up once and…
To an extent yea, but tbh geometry Isn't that expensive anymore. The geometry could easily be lowered in sections but you could load in a much lower lod at 5 meters and have this for much closer shots (first person shooter/have it be interacted with) This is what would be classed as "hero geometry" (i believe this is what…