Short answer: Not all normal maps are the same. Every render engine is a little different requiring slightly different maps. Longer answer: (Anyone feel free to correct me if I'm off) The different color channels RGB mean different things to different rendering engines. Each channel pushes pixels one way or another. A…
Sorry to disappoint you, but I can't really imagine this being used in a game production. All game engines rely on skeletal animations mostly, and this doesn't use any. Even the topology changes on these so...Lets say that the smallest problem is that normalmaps wouldn't work. A bigger problem is that the mesh wouldn't…
Hello Polycounters, It's been awhile. I have since decided to make the jump from Marmoset Toolbag 2 to Unreal Engine 4 as my engine of choice for the project. With the change in engines I was able to do a lot of heavy material editing. I was able to make a complete roof. First I started out with the support structures,…
Thanks for answers. For this past couple days I talked with several people about this. And it appears that I shoudn't be stuck with word "technical artist". In general, I heard about exact things that I told you, mainly two "carrer paths": 1. Houdini /+ Python 3 - Houdini will be very popular soon and they will need a lot…
Yeah enlighten has become a thorn in my side. I've been pulled off from doing environment art for our indie game and my job in recent weeks has been almost solely to at least get our assets to not look broken. It seems like every day I run into new and exciting bugs and crashes - just yesterday, environment probes…
so just to make sure , this method I apply it with MikktSpace Sync like unreal engine. - applying 1 smoothing group depends on the engine if support the mikktSpace. but if I am baking it from 3dsmax I need to use the old way split the 90 degree etc... - its ok to use different smoothing group or 1 smoothing group when…
Thanks for your informative reply I've read it carefully. Yes I wanted to create the roads for a game and then at the same time I render them by V-Ray so that I could see the results and.... make my self more happy! actually those rendered frames would be useful for advertising and showing my game process to my…
I pretty sure that’s what they did. Looking at the model it does have what looks like the standard torso tag but just up from that is another, what looks to be, pivot tag. What I’m assuming at this point is the engine ignores the bottom row and instead pivots at the upper hips. That would explain why I’m scratching my head…
Im not sure about unity as an engine to be honest, but I guess I could use it due the fact its knowledge about another engine. As for Helder Pinto! yes! he most definetly nailed it! I looked through most tutorials and they was pretty bad but it was totally worth the money. Vol 1 and 2 are really really helpful, he does…
[ QUOTE ] Did you make any modifications to the Quake3 source itself, or is the game theoretically still compatible as a mod for various Q3 engine derivates? If so (or if so not) what are your plans on further development? Maybe working with Xreal ( http://xreal.sourceforge.net/xrealwiki ) ? [/ QUOTE ] We're using the…