In game art, it's more important to deliver information clearly than to just make a pretty picture. Game art has a huge impact on gameplay, for example: how you light a corner in a racing game will affect the player's reaction time and thus have an effect on how often they crash. Some more common examples are path lighting…
So, since Legend is out, whos going to make the single player Unreal 3? I refuse to think that all of the new titles are going to be online dork fests. Even though every now and then I appreciate online play, it's the industries weakness as developers. Though not entirely developers faults, mostly due to the fact that…
personally i think that the limits are too high. but then again, that's assuming that these objects are never up close to the players pov? if they're small items that'll be scattered all over the floor, or otherwise far away from the player's view, then u could do with reducing some of those horizontal cuts on the femur…
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…
A little prototype I am making for my game, where the player's material should change when colliding with the white object. gameObject.GetComponent<Renderer>().material = newMaterial; This code is not working, I even tried to use this code at the start just to check if this works but doesn't. I have made sure to assign the…
I was wondering if it'd be possible for someone who'd be interested in making a player Model for Q3A of the Tau Fire Warrior from WARHAMMER 40k. I know someone made the Eldar Warpspider and WraithGuard in the past, I think this would be pretty cool. Reference pics below; Games Workshop.com Tau I know I'm asking a lot, but…
If true, only really care if they return to UT1 gameplay for single player. UT3 was beautiful, but a mess; The whole single player experience was about you leading a pack of bots with the IQ of a baked potato into battle against increasingly smarter bots, all you did was spend every match trying to make up for your bot…
So, here is my final scene for this month. Didn´t had enaugh time to finish it. Here is a web player link for dropbox, i hope it works September Challenge Web Player Below is a small breakdown, i already posted my texture sheets. The second picture shows all of my small assets that i used to fill the scene.
[ QUOTE ] I've expierenced it. i think the HL2 player movemnet code (especially in counter-strike) is jittery. When moving down steps i notice this alot. Perhaps its this jittery physics that makes more people who are prone to motion sickness to expierence it. [/ QUOTE ] Probably because they're still using the old Quake1…
heres the wire: Here are some shadows added. I can understand about how the higher polygon pieces are not as visible from the ground, however, would it not be fair to assume that the player will be active on the balcony level also? When creating a level/scene, do you not also open up the possibility that the player will…