Man, was Unreal Engine always full of these graphical bugs? Ever since I adopted the engine back at launch, every version had a feature broken by an update. Makes me wonder what UDK was like, especially when some of these bugs didn't exist in the older engine.
Depending on your game engine, you may need to offset all overlapping UVs. We do that here with our proprietary engine, and it allows us seamless mirrored normalmaps. But if there are some overlaps, seams will occur. Has to do with the way the engine creates the tangent basis, or something. :)
Unity use the Substance Engine 5 currently. Changing the engine compatibility in your settings will only highlight incompatible nodes in your graph, it will not affect the cooking of your substance (sbsar). You will have to check manually your graph for nodes and property that don't exist in the v5 of the engine.
The Pixel Processor get some nice optimizations on the Directx 10 engine (OpenGl engine on mac will come later). So this perf boost will only be available within SD as Unity/Unreal uses the CPU engine. You can expect this kind of performances on very complex functions:
I don't get it "adding some new engines" and UE4 is an old engine? Probably the most popular modern engine to date. At the end of the day Alec it's up to you guys but rest assured you will have people all over MikkTspace support :poly121: Cheers pete
I am sure it varies wildly from studio to studio and engine to engine. I have worked in places were it's near instant and I have worked in places where it involves a programmer and can take a day or two. Except for Unity these have all been proprietary engines. I feel like this is something that can make or break the arts.…
Been wanting to show some of these off for a few weeks, but never got around to it. This is some of the stuff I've worked on for Heroes of Newerth over the past couple of months. All the textures are 100% hand painted in Photoshop and the characters are all 3000-ish tris before things like capes get double-sided. All the…
Hey, here at my school we do a game design as our final project, and for this the UT2k4 engine is taught and used. However I'm wondering if the engine might not be a bit dated? The reason I bring this up is that we have to do our demo reel as well, so it seems to me that we should be using assets from our game project in…
The idea behind a single skeleton is that some engines will use the origin as a tag point for FX and other content. It really depends on engine, the pipeline for engine, etc. Some engines can take advantage of the benefits of a multi chain rig, but a lot of in-house engines will usually require a single chain with specific…