Just wanted to mention since nothing was really said about it from op but: clicking link. rat king concept search (it was a test in google search to see if they implemented it into search engines.) I'd recommend doing a lot of reviewing for concepts to get an idea what has already been "fleshed" out first than trying to…
First off,some credit would be nice. Im pretty sure its ilja though (japhir). Anways, it depends on how experienced you are as a 3d generalist aswell as how you handle characters if they are not low poly. Judging from your statements,id say you are relatively new to the whole designing thing. Theres an awesome low poly…
I wasn't expecting this much feedback! Thanks everyone. I guess I am being held back in many ways by using older tech (Source is the newest game engine I've used, I do all my rendering in Max 9 still); character models are... definitely outdated and should probably go (especially since other threads suggest character…
Not bad. Designwise i think it mostly holds up. Except for the inside of the engines, that looks like the front of a 1950's jeep or something. The black covers on the engine are also a bit blocky and lowpoly looking. The presentation and some of the texturing is holding it back though. I don't see much material definition,…
Well, you sound like one. lol But yeah it's not much more than a 2 week progress so far. The pictures to compare are actually not color corrected in cryEngine yet, those are photoshoped for right now only (I know its not suppose to be photoshoped but I will get the lighting in engine later from sampling colors and setting,…
You'd probably need to check with a Unity-dedicated forum for assistance with displacement in-engine. The only other thing I could think of offhand would be whether or not you're using the HD shader setup. You may also want to ensure that you've set each texture to tile at the same ratio (e.g. albedo x4, displacement x4,…
You can get synced normals. Effectively it allows custom tangent bases to be calculated for the UV map of a mesh, which are then used for baking normal maps. The current downside is that you need to manually triangulate your meshes before baking & export to ensure a perfect sync. If you're using full Modo, I've added Unity…
Oh! i think i've met people like this before, on a contract job no less. I was asked to make a digital version of a physical object with a "polygon limit" of 1200. I did it in triangles (target engine was unity) and the director of the animation studio where the model got shipped off to got all pissy because the visual…
This was one of the major concern of people after the TGS showing and iam glad they adressed it. Really liking it and as said iam actually quite okay with Nomuras design. I honestly prefer it over a lot of other designs. And visually the game is insane, but iam afraid that SE doesn't know how to fill an open world with…
Hey Justo, It really depends on what your target engine is as to the advice I can give. Knald uses Mikktspace which is supported natively by Unreal 4.7+, Unity 5.3+ and Lumberyard to name a few. If you are looking for another tangent basis then Knald does have the option to use the exported FBX tangent space (binormal and…