All game engines compress textures to a direct X image format called DXT. For normal maps they often use either DXT1 or DXTn or 3Dc (which all are basically the same thing). https://en.wikipedia.org/wiki/S3_Texture_Compression https://en.wikipedia.org/wiki/3Dc…
More polygons won't necessarily help with shading in realtime engines, because of the way the hardware works. Shading requires a normal - a vector perpendicular to the surface - and all game engines are relying on normal maps to provide that. So normal vector interpolation across a triangle's surface isn't really…
There's not a lot of info out there, simply because there aren't a lot of FX artists out there. A typical sized big-game team will have maybe 2 or 3 FX artists, versus the dozen or so other disciplines. Most FX work is very integrated into the engine you're working with, so anyone who uses proprietary tech is not going to…
Looking back at my posts it looks like I am almost defending source. What I meant to say is hammer so outdated in its methods that it makes steam engines look brand new. The engine lack multiple uv channels for models which in this day and ages is rather stupid. The only way to get lightmaps on to models is to use one of…
Polycounts are stupid and I hate these questions because you reduce your work to technical terms. If you were a programmer or Techn. artist yes that would matter to your work. But if you are just an artist you should shine with other qualifications. Just look at games that are out there on the platforms, study the…
Yup. I would go with what nukakola7 said. Sculpting out the environment manually would take a lot of time and would be hard to judge in terms of composition and visual quality. You can always get good results using a height map in a game engine (Cry, UE4 or any other). Usually most game engines can import a terrain height…
It depends on the engine used really. Some engines like UDK lets you project materials onto static meshes, which means you could place them in different places even on different objects. Some engines don't work that way so planes would work, it would also give you the flexibility to apply them more or less the same way. I…
Thanks for the info! I am trying to wrap my head around the initial discussion of pipeline gotchas where... Questions yes please. I am trying to wrap my head around the initial discussion of pipline gotchas where... vertex cache triggering reordering in engine? cuz before baking??? performing welding steps/changing index…
Here's just a little tip for Substance Designer that I did mention in the material walk-through on my Artstation of Fancy Outdoor Tiles I hadn't known about this for a while but let's say you're exposing parameters so you can control different parameters in engine, but all your controls in engine are turning up as sliders…
The advanced metalness model can be used if you want more control over the specular values for insulators (non-metals). With a standard metalness map, insulators (black in the metalness map) have a fixed reflectivity of 4%. This works well for most cases, but some surfaces like skin (2.8%) or gems may need different…