Yeah I like perforce, I sent the devs some feedback when they asked for it a little while ago and they e-invited me to a Perforce for Game Devs webinar: https://www.perforce.com/webinars/game-development-best-practices It's also free for small teams and integrates well with Git so you can use that workflow too. I use SVN…
Two episodes in. The first 2 minutes were pretty badass, I figured it was going to be some really savage mockumentary. Was actually disappointed that it has a contemporary story ala Game of Thrones or whatever, I'm not sure if it's the contemporary writing or the archetypal characters that make this show feel less…
Another suggestion, would be to take your end texture resolution into account. If you are sculpting down to more polies than your normal map has pixels you may be over doing it. :) 512 texture = 262,144 available pixels 1024 texture = 1.05 million available pixels 2048 texture = 4.2 million available pixels So with a…
Alright so a potential problem here is again dependent on workflow. So, if you have a hard edge down that seam, and you're using a baker that splits the projection mesh at hard edges(for instance xnormal with the default ray trace settings) you'll get this sort of error. Making sure that edge is soft there, or better yet…
lol I just went through so much of this too don. (yay for first rig built in max) also I'd recommend unassigning z o and the viewport toggle keys. P F L T . reassigning P to "select and link" ala maya's parent option. Not an instant operation either mind you, but it lets you select an object and drag to its new parent. Z =…
@killingpeople: Aha, it is a bit tough eh? Tsk tsk poop. You have made an undesireable head. My biggest issue would probably be the bulbous nose. Hehe. I have nothing to complain about though. I thank the gracious pooopman for making said sdk available. Did a bit more, I might call this finished. Unless of course prodded…
All that stuff about connecting geometry makes sense. It was a toss up whether or not I was going to connect the geometry or not. I'm afraid simplicity (aka laziness) won out in the end. Since these are more for personal use than for any in-game projects I figured I could squeak by. In the future I will make the effort to…
Aha! Haven't seen that one for awhile! Yeah Deep UV did do a pretty decent job of unwrapping, especially considering how long it's been around for compared to some of the newer solutions available. I really liked using the trial version of unfold3d. My biggest peev with it was that there's no way to tweak or edit your UV's…
You can't blame EA for trying to get bigger and stronger? Hell yes, you can. EA should get bitch slapped for monopolizing the sports video game market, the same way MS is with their applications. There are some studios out there that do nothing but sports games, such as the ESPN titles. What happens to them now? What…
Texture resolutions and polycounts shouldn't change much. We still cant add enough grass and trees to make something look good. I'd rather aim for more trees and vegetation (ala FarCry) and atmosphere rather than less with more polys. Depending on the game, environment assets will get normalmaps or not, specially for…