Hey everyone, I’ve been working on a passion project that I’m hell bent on turning in to an actual game and studio. I’ve posted online before recruiting for this and have met/worked some incredibly talented individuals. We need more talent though. Specifically we need 3D artists (environment, character etc) I’ve got a…
Very nice. If you don't mind here are some comments: If this is a mine, maybe show some zig-zagging hewn in structures and walkways. How did they get up and down there? So far I don't see evidence of that. Some type of lowering/raising cart do-hickey, a primitive arm crane or something. Walkways going between the cliff…
I'm expecting a lot of "it depends" comments, which this question usually gets. While technically true to an extent, it isn't remotely helpful. This is a good resource I found a while back. It obviously isn't exact, but it gives a great frame of reference to start with.
It could help to draw some thumbnails to explore composition ideas, before getting into the 3D blockout. Thumbnails are small quick sketches, kept small so you don't add too much detail, and can just work on multiple sketches, to test different composition ideas. More about that…
Youre welcome. To get the forward shaded translucency working with deferred, set this to be "surface forward". Screen space reflections checkbox can be enabled to further improve quality.
I'm definately going 360...the DVD drive on my XBox is on it's last legs...I keep getting dirty disc errors...it was particularly bad when I went back to playing Ninja Gaiden the other week, and with the 360 being confirmed as backward compatable, it'll save me having to pay £100 to get a new xbox to play all my current…
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Perhaps you can use layers with anchors at the bottom of the stack and then use the anchored data instead of the import directly. When updating maps, you would (hopefully) only have to ensure that the maps in the bottom layers with anchors get updated.