Prologue: Still in the very early stages of building out this Sci-Fi scene but I'm struggling with a few things, such as picking an engine, so I thought I'd just get my thoughts down here on this thread and get some community feedback while I post some WIPs etc. Planning & Thought Process: I wanted to create a Sci-Fi…
All my UVs have been unfolded but I need some advice about the layout. In VFX we don't care too much but in gaming we want to optimize the textures to the max. For my character, hero model, how many textures and at which resolution would you suggest I use? I usually layout my UVs per object and grouped together nicely but…
Epic release the February update to UDK Epic Games Releases February 2012 Unreal Development Kit Beta February 29, 2012 - Epic Games, Inc. has released the February 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access tthe award-winning 3D game engine and toolset…
Seeing how I know next to nothing about these things I figured I would ask about them. I have this set of 1024^2px maps (diffuse, normal, spec) for a head I've been working on. It's a game asset, so it's supposed to go into a game engine at one point or another. The character's head is supposed to be customizable with…
Funny thing is I wanted to use a game engine for this project but a lot of my mates have been saying arch viz companies are not interested in using game engines. When Epic released 4.3 with distance field ambient occulsion and skylight global illumination. I knew there was a huge potential of achieving almost…
There are a few ways to get around this: 1. Bring your WM height map back into mudbox (after you have added your erosion) and sculpt your roads. Bring that back into WM and export to the engine. 2. If you can use splines in the FrostEd terrain editor try it, below is the UE4 implementation:…
I believe anyone can tell you that those things have nothing to do with the engine. I've seen the "gamebryo" trend taken to the extremes, like blaming gameplay on gamebryo, blaming gameplay related crashes to gamebryo, blaming facegen related things at gamebryo. Animations are due to bethesda, the many gameplay-related…
Oh well...multiple reasons to be honest. 1. I'm used to it :D Learning to work in a new engine would cost a lot of time 2. I can work far faster than in any other engine. I work mostly alone and have a few friends that help me out here and there...but still, most of it is done by me. So making an entire game in UDK all…
Sure, Carmack's way ahead in terms of real-time 3D engine tech, but we have a superior 3D web browser to id (who don't have one at all as that's not their focus). The latest id engine cannot render & interact with seamlessly integrated interactive webpages in real-time 3D environments, Infinity can. I will bang on about…
I'd really recommend for you to become familiar with one of the common engines out there (e.g. Unreal, Unity, Crysis) and go through the complete cycle from creating the asset to exporting it into the engine. Note that the specific engine isn't that important; they have differences, but the skills required transfer well…