http://www.tgdaily.com/html_tmp/content-view-37925-113.html :) Cool. "Intel demonstrated ET: Quake Wars running in basic HD (720p) resolution, which is, according to our knowledge, the first time the company was able to render the game using a standard video resolution, instead of 1024 x 1024 or 512 x 512 pixels. Seeing…
So I'm trying to use that super useful baking technique that Johny wrote the article for on Gamasutra. Heres the link: http://www.gamasutra.com/features/20061019/kojesta_01.shtml Well, its fairly simple, and I have followed the directions to the word but when I bake my channel 2, instead of seeing the portion of the map…
Hello crew -- Just starting up a new environment to plus my portfolio and also to test a little bit of modular theory. I'm trying to take a realistic approach to Andrea Rocha's "Path of Wisdom" hallway scene that he's created. Technically, he created two versions of the concept, but I like elements from both iterations and…
I love to draw nice skins :smile: This time I am trying to do my best now. Please let me know about this skin. All colours and details are made on porpoise. I hope hard work pays off :blush: Sorry for my English. So I am starting with some basic ideas: A little upgrade: Changed almost everything (Sun is drawn by myself):…
Hey guys. First off, I want to thank Illusions for the help on how to figure out my texture rig. Second my issue this time around: Rendering layered textures I was able to build a somewhat functional layered texture rig that I can fully control, managed to make all the connections and now I can control the way my textures…
OK so i know you all have had plenty of other people asking about the seam issues in UDK. I know this as iv looked through them all! xD i did fix it! BUT now i have a new issue which i cant seem to find anywhere. The modular Assests work and look perfectly fine in the editor, but when i decide to play the level the…
@teodar23 Those words were exactly what I wanted, can't appreciate it enough! I really appreciate your first breakdown, glad you took attention to it! I assume this was obvious from the side view but little surprising for me. 1. Texel density. Gotcha! 2. Yes, totally forgot about adding decals on those barriers. Realized…
I could also say based on my experience that GPU renderers are interactive only on simple scenes and once you scene is getting huge with gazilion of instances, hi res displacement, hairs etc they are somewhat starting to get less convenient than CPU ones. They still do final render quicker but getting less interactive than…
Usually starts with how much texel density you want on the object in contrast to the overall environment it will be. You can break this into 3 (engine, body and wheels) or do it as a whole with a 4k texture. Issues with using one texture for all elements is that some smaller parts will get very less td or pixels, that is…
Assuming you are using forward rendering, a second per-pixel directional light requires a second pass in a shader (I believe). If you use a single directional light and a single pass shader you will reduce your GPU times but it's not going to affect your shadowcasters or tri-count. Three options instead of a second…