Using naming conventions is game development 101. Too bad that the majority of non-technical developers never get slapped on the wrist when they ignore the subject. Trust me, if you join a studio and always use good naming conventions, you will get plenty of love from the technical departments! Nothing is as frustrating as…
So, WIP', WIP's, WIP's: I have done another asset for my small enviro: it's not a PRO, but I almost like the final look of that. I made this several times because I had some problems with viewport and models. But finally it's done. Maybe I'll do a small correct for the tree canopy. And it's very lot's of tris: 5 138 on one…
The script is updated to version 1.1 [ame] http://www.youtube.com/watch?v=jrJ5B20TqRM[/ame] As obliviboy suggested, the edge distance is calculated automaticaly to include all bridge edges. Falloff is also calculated to include all edges of the bridge when edge distans is used. "Interactive" Ralax is also added. Well, not…
man if only my threads on P&P had this much activity haha ^There are all interesting insights. I'm still trying to wrap my head around pbr/metalness workflow, I've read over the 'pbr in practice' article on the marmoset site but am still confused with regard to what exactly I'm supposed to be doing differently/what to…
Here is the whole Map of Ori, made from over 280 screenshots http://imgur.com/gallery/r8pI6yz this is pretty much as many rooms as made it into the game, we had a lot more but needed to cut for a better rounded product. I am always amazed seeing the whole game like this…
Man, AMT Mesh Blend 1.1 plugin has issues with saving meshes in the Floating Assets Library. For some unknown reason it keeps randomly deleting some of my meshes i saved. It's super frustrating! Please double check it before releasing v 1.2. It might as well have problems with saving and memorizing high poly meshes…
Here's all the original covers. http://www.fightingfantasycollector.co.uk/book_covers.htm I recall my favourite being City of Thieves. I also read The warlock of firetop mountain and Talisman of Death an awful lot as well. Found this box set that I might have to purchase on Amazon. Shame they aren't the original book…
"I'm curious, anyone have any idea what sort of textures will be supported for the torchlight editor? Do the torchlight game models use straight diffuse?" We save things off as .png then convert them to .dds Typical texture sizes for props,weapons are 64x64,128x256,256x256 if its a small item it gets a small texture. Most…
I'm slightly confused but if you want a position map that runs -1 to 1 it's dead simple Make sure you're using a floating point bit depth for your graph and in your pixel processor just run each channel through a range [-1,1] node or do (y*2)-1 It'll tend to increase the contrast of the map as you'll be adding a load of…
Final update for today- helmet pretty much finished, although I am debating whether to add decoration to the sides. I feel not, as I want the front to be the "sniped" detail and draw the eye. Moved away from the concept for the back of the helmet, to use the pipe moif rather than more overlapped panelling. It gives a nice…