I'm very strongly in favour of Remain and will be voting to stay in the EU. I work for a French company (Ubisoft) and my wife is Portuguese. However, even if I didn't have such a strong connection to the EU i'd still be voting to remain. I've followed the debate very closely and in the beginning I wanted to find out if the…
Like always, IT DEPENDS Just google around, see what game developers blog about and get inspired. Just today for example:* Blur showed some of their deformation debugging stuff http://www.gametrailers.com/video/bizarre-creations-blur/62635 (1:10 for example, they seem to use some kind of array of dots or sphere volumes to…
He rushes through his enormous library, eager on picking up only the darkest, most forbidden tomes. He screams through the gargantuan building, his magnificent, powerful voice echoing through every corner. “Minions: Assemble!” Loading his strong, buffed arms with the books, he supersonic sprints back to the grand foyer,…
Fewer meshes means fewer draw calls so as a general rule of thumb it's a good idea to combine as much as you can, unless you have a fairly compelling reason to do otherwise. One reason might be... That you want to pack a lot of detail into the eyes, both the textures and the material (reflection and refraction) but you're…
Weekly? Update #14 Hey Polycount, A while ago @Mythran gave us some feedback on Strawhart’s trees, and I just wanted to update you all on where we’re at, and share a write-up we recently did on the problems with our foliage: “We spent the week overhauling Strawhart's foliage system after we decided that our current tree's…
Honestly if you plan to use in a game there are several issues to consider that don't really get brought up around here much. drawcalls, overdraw, batchcount... they vary between engines. usually using 1 material per object is better than several.But on an object like this I can see reasons where one map ISN'T better. 1-…
hey DUDES, i need help on two things, your feedback would be appreciated, if you'd be so awesome. 1. the shoulder strap so! i didn't really think it out very much in the concept, i left it for now to figure out. if you look, ROCK has this big fucking belt strapped around his shoulder. and it actually makes very little…
congrats on the job; well deserved. Its been several years since I switched, but it was pretty easy, then again its all about the interface difference. Since then I've completely changed the way I work basically relearning it over the past year after 4 years of down time. hotkeys were the biggest difference for me…
I'm interested in having characters that can customise their character, adding armour to a standard model. adding armour on top of the model, diffuse map over the normal map? how one could do it in the old engines one can buy or steal armour and place the armour on target areas of the character- arms and shoulders, body…
If its anything like FC, strand hair is only for some characters, and mainly for cinematics. It would be too heavy and unnecessary to use for everyone, unless they are swapping it depending on the LOD.