I actually sat down and had a conversation more or less identical to this with a producer, where we were bouncing back and forth the idea of a game not only set in South America, but about the Cold War years and the struggles between pro-Western and pro-Communist groups in various nations seen through the average person's…
I played the beta for a while, and generally speaking I'm not a fan - the game is certainly playable, but it's pretty flawed and it doesn't feel very satisfying to me to play. Player movement outside of vehicles felt really sluggish and awkward. I frequently found I couldn't hop over objects that looked like I should have…
I appreciate that. As far as the displacement map, I worked a while finding resources from scans already available to find what would look best. And for the most part I did use off the shelf solutions from surface mimic , however for the main body of the scales I struggled to find any that I really liked so I ended up…
Yeah, manufacturers pick the benchmarks in which they look good. But Blender should be a decent pick for a multithreaded performance comparison to their 8 module FX line (e.g. FX 8350 etc.), which as far as I remember was much slower than Intels 4 core CPUs in Blender (a i7 4770 was 50% faster in the BMW bench if I…
But that's precisely the problem - people who just want to see "pretty stuff" have (and do go to) Artstation for that, and they can also go check out the Polycount landing page. The whole point of text+thumbnails in the actual forum is not to push the pretty stuff forward, but rather, to be completely transparent. If…
the Frame Buffer or Rendered Frame window as it is called now is just a represnetation of the buffered and rendered image. In RTT it always shows the standard (regular render view) because it needs to render each time or at least it does a full rendering and extracts from each rendered buffer- pixel the desired results. So…
I have a short cut for UDK that has the target set to this: C:\UDK\UDK-2012-05\Binaries\UDKLift.exe editor -log When the editor is launched it's going to launch a log window too. When you play in the editor the log will show all the script logs (and kismet, also some problems that might be happening in script). For your…
I've gotten a fair share of work over the last year that was very mock-up heavy. There were plenty of opportunities to use zbrush for hardsurface work where it would have been a complete waste of time to try and block out the same thing with clean subdivision topology. When it comes to making adjustments like edge bevels…
Someone asked in email how I blended the textures together on the terrains. The Shader Forge wiki was a good place for me to start. I keep going back for more tips as I make more shaders. http://acegikmo.com/shaderforge/wiki/index.php?title=Advanced_Texture_Splatting I also added a bunch of references on our wiki about…
hi independ-hans, First off, your home page lands the viewer on a badly rendered and lit model in t-pose. that's a no-no ! I don't know if that's a good idea to remove your movie stuff. It can still be interesting to see and above all it leaves you with almost nothing to show. IMO, take your time to build strong assets,…