I do have that, and I'm working on getting my new site design finished right now. I only have 1 DVD done, but I do have a video going over it and showing the final results. The problem with this assumption is several things. 1.) Lots of game companies write their own engines, I dont know the percentage but believe me its a…
If you are going artwise and Isometrics, you should look in to warcraft 1 and 2, starcraft, C&C RedAlert1 and 2, C&C Tiberium Suns + Expension. Also observe the following online mmorpgs on the following website: http://us.91.com/ Others that are not on site are: Dragon Raja, Diablo 1. Also the non Isometric ones. FPS: Doom…
UDK standard material can be very easily recreated in Maya, just take a look at their UDN and CustomMaterial page, you will see they're using a basic Lambert term with a Phong additive for Specular. Transmission is also written there, which is a simple Lerp outside of your diffuse. Emissive generally speaking, is a simple…
The shading seems to be the easiest part, it looks like they're using more shading steps than the Guilty Gear Xrd method, which uses only 2 steps (lit or unlit). You can see it on the orange vest there how it has 4 steps, and there's some smoothing on it too? On Guilty Gear Xrd they used the step shader instruction as a…
If you're using lightmaps in Unreal and are making a long wall, it would be better to not use small squares. You don't have to worry about fitting in the 0-1 space unless you're going to bake something other than lighting. It should have a tiling texture which means it tiles outside of 0-1. So there's no reason you have to…
Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps. The general rules for lightmaps in UDK are: 1. Make sure there are no overlapping UVs. 2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent…
Here's one I wrote for just updating the textures on the selected objects: <font class="small">Code:</font><hr /><pre> //global proc CRupdateTexSelected() { waitCursor -state on; source AEfileTemplate.mel; string $mats[]; string $files[]; string $sel[]=`ls -sl -tr -l`; for ($node in $sel) { string $shapes[] =…
you seem to be looking for the right answers on what to do, but there aren't any because it comes down to you. so far as digital versus traditional -- it should really be both with a weighting to whatever you want your job to be. i.e day to day I do digital 3D, but i keep traditional sketchbooks on me all day every day.…
I'm sure my advice is far from "be all/end all," but I'll give it a shot! 1) A Breakdown of the theory behind Parallax mapping Parallax mapping is a technique for real-time approximation of displacement mapping. Each pixel's texture coordinates are adjusted at render-time to create an illusion of depth as the viewer's eye…
@ vig: You have no idea how much help you have been.seriously. thank you very much :) Oh and you edited the post later? :D Sweeet. Ill be sure to read it once i up this post and my throbbing err.headache subsides:) UPDATES THANKS TO VIG Btw,some of the things addressed would/should definitely be similar to what you posted.…