'Blaizer', your expression of your 'point of view' was annoying since you're reeling off these facts to us which clearly lack experience. Know your audience. Most people in this thread are videogame developers so lose the patronising 'this is how it is' tone. I dont know why the fuck polycount is so chock full of cocky…
Budgets will always be there, and i'm agree with you, they matter a lot. But just wanted to say that with the hardware we have (not all ppl) we have better and better budgets to get nicer things. We should not be always with the same budgets (1500-3000 polygons and 1024 textures). That's all. To know how work the SSS…
I'm not sure how to explain this and how it would relate to the game industry but for prerendered work having access to a gloss map is very helpful. It's also kind of hard to explain on how to use it since you can do so much with it when combined with a color, spec color, specular map and bump. Sometimes you don't want the…
[ QUOTE ] I really rather prefer a game without normal maps than with. That "black" aspect is unevitable, you feel forced to up the gamma .... I must think they don't take good advantage of the hardware, or they must have bad programmers, dunno. [/ QUOTE ] Black can be avoided simply by using more tht one light, or by…
Know the ins-and-outs of the engine you're working on and what it's capable of and you'll be fine. Information to successfully do your job is things like: -budget counts (tri per character, per world asset, per overall frame, etc.) -rendering capabilities -shader control creation (now generally done using a GUI but…