Maniac Mansion (+the other Lucas and Sierra adventures) because of the story and the cool pixel graphics. Pirates and Ultima V because of their sandbox design....yes, those were the good C64 days :) When I had my C64 and my PC I always wanted to make something that tells an interactive story or features a world to explore.…
thanks for uploading the hp model! Like i mentioned before, maybe there are some edges they are maybe too hard. Issue there is, on your lp the normal map curvature will be too small in pixels. Result will be an edge with more or less no curvature in normal map and maybe AA problems. I`ve learned from many people to model…
O.o Well I'm not a code guru, I've just spent a while researching graphics programming, most of which is done in HLSL for the shaders which is really quite simple when your doing deferred rendering, everything basicly becomes a pixel shader. When it comes to collisions and physics I'm rather uneducated XD I've got a base…
I actually think the lighting is painted by hand. This may sound funny but that quality of realism isn't something I think computers are capable of yet. Whenever you see realistic skin in a game or movie, it always looks like a plastic doll or a very matte like play dough. But with Klaus, every frame is consistent in…
There are ways to generate a depth pass from video, like here: http://www.yuvsoft.com/stereo-3d-technologies/depth-propagation/ But that requires the camera to be moving because it uses the parallax to calculate how distant objects are. If you just have one static image the algorithm has no way to know which pixels are…
Everything you have so far is top-notch. I'm not a fan of using airsoft rifles for reference, but that's me. Argued with plenty gun nerds here about it :) What they mean about the tight edges, is if you bake the normal map, you want to make sure that you have a few pixels width on each edge so it can show correctly. I know…
These errors are caused by a projection issue. Basically, when shooting out a ray to hit the high poly model, to figure out what the normal should be at that pixel, the ray is missing the area it should be hitting. You'll want to bake your normal map in a program other than maya and be sure you're using a cage for the best…
Yeah, you'll notice that looking at the LP with the bake that the highlight on the curves are one or two pixels wide on the screen and it won't read. Weird thing about guns and gameart is you have to soften metals like crazy to get them to read. Furthermore, you modeled the screws into the low poly. You wanted all that…
VP2.0 performance: I tried a 12m poly character OBJ file in MayaLT 2015, on my laptop and I have no performance issues at all. I was able to move around and perform modelling functions with every object visible. The card in my HP laptopn is a Quadro K5000M, so it's a beefy card. I did try the model on an older laptop with…
So you get shadows working with the default Traditional Game Surface shader? But not when trying it to build it yourself? Most of the times when I've tried it I've just copied the relevant shader group inside the Traditional Game Surface shader and used it in my own shader project. Has worked fine. Speaking of the orange…