screenshot of the current game editted the tile texture to match the overpaint/conceptart more aplied more saturation on the textures of the red turret/ the orange rabbit/ the blue alarmclock (not in the screenshot above) still doubting if i should apply it also did some sketches for UI the plan atm is to : show numbers…
Almost too many to post in one post... http://nemesis.thewavelength.net/ Home of Nem's Tools, lots of great stuff. - GCFScape for exploring and extracting Valves packed content. - VTFEdit for viewing creating and editing VMT VTF files (materials) http://www.wunderboy.org/ Home of some more great tools. - 3dsMax SMD…
depends where i've worked. Relic was very organized and i knew what i had to do before i did it. i can manage my time VERY well, and although we had periods of crunch time, i was almost never behind schedule. if i have a deadline and a target, i can generally hit it... unless the deadline is fucking retarded. at Relic the…
SouL: Really, you should just spend a couple of minutes and actually learn the software. Go into the Advanced Options in the Unwrap window. Check the boxes for "Show selected verts in viewport" and "Constant update in viewport". That will fix two of your major whines straight off the bat. Try setting up the default…
Cubik: Yeah, like I said, it really depends on the target platform and game type when it comes to determining the polygon count and detail of the low-poly mesh. In that wheel example in my tutorial, I wasn't really aiming for anything specific. You could use more polys to round out the silhouette if they were available and…
Awesome help guys. Thought I'd throw in my knowledge on the subject too. Power of 2 images sizes in general is a good idea, though not really mandatory any more (with stipulations to older hardware, which you probably wont target anyway.) Square is debatable, but often a good rule to follow also. On today's hardware…
We used Max a couple years ago to make and layout all the terrain for an adver-game, worked OK. Some pics and video (bottom of the page). Terrain was made of canyons underwater, so I created a set of U-cross-sectioned canyon pieces that all tiled with one another. We made a tiled normal map of the rock wall, baked from…
Hi Cristian, Looks interesting. What are your goals with this? Its quite a large piece. When we start work on projects we will first do a visual target. This is normally a small, isolated scene where we can develop the style without taking on too much and costing a load of time. Something of this scale with all of these…
rather than along the camera ray I should have said. gw.transPoint your verts worldspace coord to screenspace and do a mapScreenToWorldRay. make sure you've set the graphic windows transform to the identity. gw.setTransform(Matrix3 1) This should allow you to cast the vert onto the mesh from the perspective of the user.…
I think that vertex colors is a viable solution for certain game styles. If you don't use lightmaps in Unity or Unreal I don't really see a need to UV unwrap the model anyways and both engines I believe can auto generate lightmap uvs. If you UV unwrap a model without any intent on using textures I believe you would just be…