I remember having a lot of trouble getting good ambient occlusion, curvature and thickness bakes from xNormal few years ago, because it had so many settings and it was VERY slow with CPU, even with 512x512 resolution.. but nowadays Marmoset's baker solves everything for me, and it gives tons of bakeable maps. I can bake AO…
Hey guys, thanks for help. My smoothing groups are split per UV island. UV's are all straightened and I've split the model into two 4096 textures which still result in this issue :(
Since we're talking about a lot of renders, I found this thread on the Allego Foruns, about Painter>OctaneRender, I tried and it seem ok, but if someone has a better alternative, it would be most welcome.:poly121: https://forum.allegorithmic.com/index.php?topic=4023.0
I'll plug for USC. We've got an excellent grad program for game design. https://www.polygon.com/2013/3/7/4077456/usc-school-of-cinematic-arts-interactive-games-media-division
Made a quick moodboard based on warhammer 40k mechs, titans killa kans e.c.t mainly for joint and feet designs. I also found a design i really liked of the foot area so I used it as inspiration for my own mech. Made improvements on the arm armour, knee and ankle/foot. Feel like the block out is close to being finished now,…
Ok. I submitted the news form. Thanks for reminding me about it I usually skip the front page and just go straight into the forums (old habits die hard...). EDIT: Whoa! neat my "order" finally went through. One nice discovery is that this deal also acts as a $400 off coupon for both pro versions of Unity Android and iOS.
I'm going to talk a bunch about Level-of-Detail because I'm up waiting for a GDC flight. silly me. Documentation for your game should have the technical specs for LOD laid out. If not, documenting it would be great. Diminishing returns. You can only create lower LOD steps before they use more memory than not using them at…
I guess it depends on what the purpose of this is. If you're doing a standalone environment, I don't think performance is that big of a deal(as long as you can run the editor smoothly yourself), but, I think people prefer seeing more game-ready/optimized levels. I'd stick with the 1024. But, how is the texture itself? Even…
SLI/Crossfire is almost always a bad choice: -expensive -driver issues -micro lags in games -powerconsumption -heat I also wouldnt recommend buying a high end card for 400 bucks or more. I think the most reasonable choice is something from the higher midbudget, for example the Radeon 7870 which costs around 200€. If you…
Yeah, good call. Did some trimming and took it down from about 4000 tris to about 3000. Not sure exactly how high poly the bike will be, but say you have a motorcycle with a sidecar in your game. You're using the unreal engine, and it's a AAA title. It's something that will see a pretty good amount of screen time. Let's…