Glad to hear it! Yeah I think we generally run at 1/4th res on mobile, because mobile devices typically have super high DPI/high resolution displays relative to the power of their GPUs.
hi, your model is way too highpoly for a mobile game.delete that chamfers.i am not really familiar with the mobile games, but i think the proper tricount would be under 1500 or less.maybe somewhere around 800-1200
I've been thinkin about getting uScript for my future mobile game projects. Quite small games. sidescrollers etc.. Would you recommend it for small mobile games? Will it slow down fps/performance?
looks great! Id really like to see how it runs on a mobile device, Im pretty sure those shaders will not function. Maybe in a few years when udk or unity mobile support matures more.
Baller! I know you got all mobility back, but what about sensation? I had a buddy who cut the tendons in both thumbs at the webbing. He regained most mobility, but sensation was shot.
mobile scan texture turned into this. more info here + token resources shared for free. check it out : https://www.artstation.com/artwork/mqvYE8 https://polycount.com/discussion/208746/mobile-substance-production/p1?new=1
personally I blame the mobile phone...though can't put my finger on why I do it..as I hate mobile freaking phones....apart from the fact im clearly one of the lazy gang. john
Cool! What direction are you taking it(console, handheld, mobile, casual, hardcore)? Im kind of wondering because you hardly hear about new companies that succesfully start of without making casual/mobile games.
Make custom UVs. https://forums.unrealengine.com/development-discussion/android-development/12810-moving-light-sources-on-mobile?27309-Moving-light-sources-on-mobile= https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/CustomizedUVs
you know, I thought the movie looked good up until I saw the bat mobile. The bat mobile should look sleak and streamlined. Not like a fucking tank... But I'll probably still give it a chance.