Hello - The UE performance is not "quite bad" considering that it can handle realtime games with display complexity orders of magnitude higher than just one asset. Of course that's assuming that you are preparing the model to be real-time friendly, but that's a given. So, the highpoly aspect of your question is pretty much…
I'll probably put the super destroyer in its own thread since it'd be a crime against humanity to not finish it, and littering its updates amongst other nonsense is just inconvenient. Procedural Tanks As far as the tanks go I feel it's gone far beyond its original scope, it's waaay too complex and unoptimized to continue…
The reason I posted here, is because it is highly related to Game Development. So I should...not buy the book....ok...really wanted to learn the handlers in C++ but oh well :D I do know the basic of it since every game programming book comes with a ref of Windows programming at the back of it. -DarkGDK: Is still not what…
Looks very nice now. The rounds attached to the barrel are a nice touch. :)Personally, I wouldnt do that with live ammo in the real world, knowing how hot the barrel can get but it does look badass. Btw, those rings the rounds are attached to look a lot like US M60 belt ammo rings.:poly121: There are however two (well,…
Chernarus is approximately 16x16 kilometers.In Day..i mean WarZ they say the maps will be between 200km2 and 400km2(now i'm trying to find where i read this and i can't find it)in the best case the same territory as Arma3 main island which is 20x20 kilometers with the water and everything.Its not that much actualy. :) Btw…
I'm doing a little research on this topic especially. I've been looking at teaching HLSL to games artists, the best resource at the moment is the Eat 3D CGFX Shader introduction. It may be CGFX but it translates into HLSL almost word for word, but it offers the best introduction into Shader code. It nicely steps through…
Saw it in Real-D this afternoon. like everyone says the story was suuper predictable and cookie cutter. visually it was pretty good, Ill admit most of the colorful stuff worked well. The air vehicles and interiors looked pretty cool scifi, a bit generic/borrowed from aliens but overall pretty wicked. the mechs I still…
The on-card vert count is the true evaluation of the mesh. It is a calculation of physical verts plus UV/smoothing/Mat ID vert breaks. There are scripts to view the actual vert count, or in a program like Marmoset Toolbag this is already calculated and accounted for in the vertex count display. I still can't believe how…
Alright, long time no update! The factory I am working with had other orders lined up but things are freeing up now. We started the prototyping process for the paint - we went through iterations already, as the first pass looked too glossy. Now we are using a slightly different material, looking more like a fine arts…
hm dunno it also depends a lot on where ıomeen comes from, here in germany artist usually is fancy pants painter/sculptor/performance artist - who either starves to be free and do his art or cashes in tons of money for his paintings/sculptures/whatever. For my job descriptions isn't even one english word without the term…