Interesting. The whole reason of me learning game design in general was actually just for that simulator, while working in and learning Quixel NDO and DDO I kept seeing that and thought it was odd because compared to the other engines its listed by its not known about. I haven't gotten to the point of learning any engines…
It depends on how your engine accepts your animated model. It will be triangulated in the end. Some formats give you an option to triangulate, some engines can triangulate a model on import, and some cannot, and will simply toss an error. Some engines can take animation data and discard the mesh data, so it doesn't matter…
There's the alternative of shape keys (also called blendshapes or morph targets). They're lighter than skeletal deformation since the engine is only interpolating the position of vertices between two points, as opposed to transforming each vertex by a bone matrix which is costlier. In your case you would 'drive' the shape…
All the information about the games were published in some article or wiki I read a few weeks ago. Skyrim is using Bethesdas new inhouse created engine, and said engine is also being used on Bethesdas "current" project, which is obviously Fallout 4. They did the same thing with NV, obsidian used bethesdas engine (gamebryo…
Only tri count matters because game engines and gfx cards draw triangles. When you hear polycount or polygon count assume that it’s the tri count they are talking about. I worked on Age of Empires 3 and Age of Empires Online. Our characters were less than 400 tris with max 14 bones. And buildings were 2K to 4K tris. The…
[ QUOTE ] looking nice, massive textures, but you can see how detailed it is for it. would it not be good practice to come back to this and re-do the textures for a specific game engine? just a thought. [/ QUOTE ] Oh yeah it would definetly be something I would be interested in. Although I am going to take a break from…
yo I tried making a game a while ago with two of my buddies. This is a working beta of the game using the Quake III Engine. We took this to an event to show companies potential. I did everything in this except the engine stuff and programming. The programmer went off to bigger and better things and when normal mapping…
What ends up in the game engine is triangulated. You can use whatever works best for you. Quads are great because it allows for easier selection of rings and loops. Tris are often great for organic forms. You might want to force triangulate a non-planar quad that might be auto-triangulated in the wrong direction. afaik,…
Subdivision sketch: it's all the same. This is a slightly less serious continuation of the previous posts about subdivision modeling and attaching shapes to curves. Only with more pictures and less text. The same basic approach can be used to connect different shapes to curves:-Keep things relatively simple and solve major…
Yes, anything that is in your scene needs to be skinned and linked to bones, it doesn't matter if its rigid deforming or not, doing things like linking with no skining is only something your 3d app understands, when exported to a game engine there is no way it would know what to do with that. This should be the case with…