Hi all, Thanks for the replies. I shared some example textures: This is the albedo that contain the main texture: This the composite that gives reflection: And this the normal for relief: This is how looks the normal in GIMP: If i resize the textures to 1024 for example, the albedo and composite works well in the game, but…
I like the style :) For optimisation is important that the overall shape stays the same. And the resolution fits the screen space resolution. For example the back of your chair has a lot of edges but no details like curved shapes. It's easy for you to collapse every seccond edge. The leg is also a good example for deleting…
i am sorry i should have clarified that i used the dice as a grotesque example .. you can definitely predict and affect the outcome if you had some kind of a supercomputer or if you were an avid craps player .. but abstractly shaking and throwing a die is the only example i could come up with
Posting a breakdown of the assets I've created for this one. Made some variations on these aswell. Also: The screens appear to be very dark (thus very bad visible) on some monitors, while - for example - on my screen they are fine. How do for example these two compare to each other? Original Brighter one
I tried cleaning up my code and used the sidescroller example code from http://udn.epicgames.com/Three/CameraTechnicalGuide.html#Example Side-Scrolling Camera Again it works just great in PIE but doesn't work on a device. Everything is ok except the player doesn't rotate (which works in Editor).
ok i opened youre youtube link and saw your wrote about this - thank you - but in maya and mental ray were we should loud this map ? for example for sss material in mental ray wiche atribute in it sitting is for this map (i mean for example specualr plase ? or diffuse and like this )
Files exported from Substance Designer for example? Years ago I did see them but totally forgot what it was . Or at least I think I did. Some thumbs generator for windows maybe? ps. Google finds some 20 years old nvidia DDS add-on . it doesn't show a thing. Neither XnView .
That first example uses creasing, Blender equivalent here: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html#edge-crease The second example bevels edges with multiple segments, take a look at the section on segments here:…
Its definitely possible to make it look even better in unreal for example then in Marmoset. You have access to a lot of things that you don't in Marmoset, however; it takes a lot more know how to actually do this. These were both done in unreal for example: https://www.artstation.com/artwork/ner4…
I know you chose UE4 already but Unity 5 comes with a car example scene, all set up and ready to go. It's in the Sample Assets project, just replace the art with your stuff. They also have a AI car example, so you could easily add AI opponents if you wanted.