It all depends on what game engine you want the object to go into. So there is no real answer to that unless you specify which game engine you want to use. If you don't want to take it into an engine, do as EQ stated and use Quality Normals with 3point in the max viewport. However, I would highly recommend that you take…
I don't think that when SupRore asked if she was too high poly, he was asking if she was too high poly to physically export into the engine. That's almost irrelevant. What he was asking was simply isn't she too high poly? The answer is yes of course, she is. You really shouldn't ever be exporting a subdidvided model into a…
I would like to thank Epic for their continuing effort into making the unreal engine 3 the best AAA game engine out there and first and foremost for continuing their policy of making that awesomess-turned-game-engine freely available to everyone, so students, indie developers and wannabe game designers alike can enjoy the…
you kind of can't but also kind of can the main texture is just a simple color for the outline it looks like they're using a duplicate of the mesh where it has been expanded, has flipped normals and a flat black material. if you google for toon rendering you should find some nice examples. Which engine are you planning to…
I'm not questioning what you currently have; I'm just curious as to whether you'd have the landing gear and jet engines be driven in-engine or you'd bake out animations for it. Also, the jet engines connections look way too weak to lift the ship. Really cool stuff by the way!
neox : are you talking the ramp like in the game engine or 3d modelign package? In the game engine chaining them I know how to do but, but in the 3d engine package (max) wouldnt I have to setup my own shader from scratch (or atleast use shader FX for example)
[ QUOTE ] .Daz: Customization is a priority if a game is basically an engine demo like Unreal Tournament or Doom 3. It makes the engine look easy to use. [/ QUOTE ] I actually completely disagree with that statement. Games players are not the customers that engine developers need to prove ease of use and toolset to. Other…
I'm interested in knowing how on earth this *wouldn't* be supported by an engine. The engine must store vertex normals, correct? Why would changing the angles of a couple of normals cause an engine to make up its own data all of a sudden? How would it know which data to make up?
like many other editors or partly related to their engines I think that the tools are optimized for those 2xtris strips that are always used for terrain engines. Many engines optimize them in the memory and storage because it can be assumed that except the depth (or height as you will) anything else repeats (loop) in a way.
Agree with these assessments. If the programmer can't give you an engine to work with, you're screwed. Content depends on gameplay. Style depends on material and render limits. I'd suggest using another engine to prototype, then reload all the content in your custom engine once it's ready. Unreal or Unity are good choices…