[ QUOTE ] Since it's a common hobby to get all uppity about the graphics, what do you guys think? Weird, non-cohesive stylized look IMO... With really flat lighting. [/ QUOTE ] A nicely put together trailer, but it doesn't give you a sense of the gameplay. A lot of that looked like in game cut scenes. I enjoyed the…
Cheers Robat! Yeah I agree, I could polish it a little more I think. If I had the patience I'd adjust all of the timing. I set myself up for a struggle because it's all a little fast which leaves me very little time to add adequate in betweens. Then I rocketed ahead too far to a point where it would be a pain to adjust all…
Hi Polycounters! My name is Ron and I'm one of the founders of Cartrdge. We're a portfolio community exclusively for the video game industry; designers to animators to artists to composers, all the way to the folks who do stuff like UI design. That's part of what makes us different from the other portfolio sites out there;…
Website: http://www.wakeupcallgame.com/ Facebook: http://www.facebook.com/wakeupcallgame Intro: We here at Leatharian Studios are looking for an experienced and dedicated Programmer. If you have skills and are interested in working on a highly organized and professional team, then read on. Where the Project Stands: Wake Up…
Damn, it's been way too long since my last update!! I've redone all the placeholder posing I had on the helper. All the poses have been changed up, and there's more of them in there. I think the helper is gonna need QUITE the bit of smoothing out, but lemme know if you guys like the new direction with the helper's posing…
Instancing is one good reason. A level may have upwards of 15-20 million tris in - you dont want to be storing all that as unique geometry if you can avoid it LODs are another. If its all in one piece you cant lod it out smoothly Im not sure on what unreal does but its entirely possible to batch draw calls per shader…
With modularity, everything gets much simpler if you centre your walls on the grid line (of whatever your grid size is, ie: 3x3m). They should be flush (no overlap) with each other when laid out in a line. You will need a piece to cover the gap in the outer corners, but the inner corners will overlap and take care of…
Hey all together, I just got to check this post again. Thank you all very much for your feedback and knowledge. Indeed its really by far not the best mesh to work with further (it shows also i still have to learn much about character retopology, reflecting the last days until now...). I have to try and fix the mask then…
You could also use vertex blended materials (though in Uncharted 4, they are able to use multiple vertex colour channels, UE4 supports 1 RGBA AFAIK). They do all sorts of different stuff with UV channels to mix up the blending too. I'm on my phone and can't search for the UC4 thread where they answered questions. As far as…