Hi all, I'm not used to character modeling neither animation, hence my asking: What are typical workflows to send character animations into a 3D engine? I haven't find so much resources about that for now, maybe a lack of suitable keywords. My guess for now about what a workflow could be is that for one character, you will…
Something that I've been trying to do for an age now is get a certain post process effect in our engine, but I can't for the life of me figure out what it may be (naming wise). As it stands our engine currently allows for several visual tweaks, none of which in any combination seem to allow me to create this effect. They…
Sorry if this is off-topic, but I figured this is the subforum where people interested in this will be hanging out. We have opened up the Leadwerks Workshop Store for third party authors: http://store.steampowered.com/itemstore/251810/ You can submit items for use with Leadwerks Game Engine and you will receive payment…
Sorry if this is off-topic, but I figured this is the subforum where people interested in this will be hanging out. We have opened up the Leadwerks Workshop Store for third party authors: http://store.steampowered.com/itemstore/251810/ You can submit items for use with Leadwerks Game Engine and you will receive payment…
Hello Polycount peeps! Me and a friend (joakimareschoug here at Pc) are making a small webGL based game. We've been focusing mostly on style so far, but the plan is to make a cool spacey game. Hopefully we'll have some proper gameplay and controls ready soonish. This of course means that any feedback/comments, praise or…
What engine are you using ? UE ? Despite the engine, I would recommend to let the engine work for you. see, if you put all texture in a single UV, you will need a huge texture to maintain texel density for each character. Unreal have very clever ways to optimized VRAM allocation. What you are planning to do, goes in the…
I really do appreciate the direct feedback from everyone. There’s a lot in here that’s useful, even if some of it is coming in a bit hot. A few clarifications and a couple things I clearly need to improve. This is a not-for-profit endeavor that started out as a discussion with other design professionals and when I found…
To be honest, I have some doubts about this whole thing overall, but please correct me if I'm wrong. If an fbx or obj can't store per face material assignment (which I'm pretty sure fbx can), as you said, I would assume that it can't store a set of assigned textures either so you would need to reconnect them to the…
Development always happens faster when you can pay a team of engineers to devote their full attention to product. The grants that the Blender Foundation receives are NOT steady income, so Autodesk or The Foundry can still pay their engineers more, which attracts more talented staff. Also, companies that feel pressure to…
Definitely don't duplicate all your geometry. Depends on your engine but at best I'd imagine you'll end up with horrible z-fighting plus all the extra geometry. The way you use shadow/light maps is generally to create a second UV set (or "UV channel" if you're a Max user). In this second UV set you have all your UVs laid…