Like always, IT DEPENDS Just google around, see what game developers blog about and get inspired. Just today for example:* Blur showed some of their deformation debugging stuff http://www.gametrailers.com/video/bizarre-creations-blur/62635 (1:10 for example, they seem to use some kind of array of dots or sphere volumes to…
There are some good sites, but what I think is far worse are the reviews of the games. Journalism will always be journalism and you know how it is. IGN is the teenage magazine of gaming basically. But I dont see the big problem with journalism, the main thing is to hear about something and the rest is what you search for…
-pt2- 6.) A major iteration on textures based from the helpful constructive crit of BuLL (thanks!). I learned to focus more on the subtle details the reference has to offer. I thought the walls are just a rough slab of painted concrete but by further examining it the walls have subtle brick patterns!. This is the iteration…
I have several hypotheses for the lack of communication. - It's a bigger-than-average pull request, so they haven't decided how or if they're going to integrate it yet and don't want to make any promises here that they won't be able to keep if something happens. - Normals can be a hot issue with a lot of potential for…
[ QUOTE ] [ QUOTE ] I would not say that oxy is trying to take a shot at america just because he can't miss the opporunity, all the other quotes concern happenings in the US wich reflect the state of a major part of it's society and how it acts. So he is trying to make you do something that should actually happen all the…
mdimeo, a few comments on here, while hopefully avoiding any spam. I am new on here but I assume it is frowned upon. There are stl editors that do a pretty darn good job of "booleaning" incredibly detailed meshes together, but they are tremendously expensive. For your workflow it would be better to use a service bureau…
The first Tron movie tried to make it look like an entire world is inside every computer. Back then, they only had mainframes and no personal desktop systems, and very few people have ever touched a computer, let alone have any idea how it works. So it was OK to have some silly concepts like insurance programs having…
www.ironbellystudios.com Hello and thanks for checking out the thread! We are a large, well managed team of passionate individuals who are setting out to start a new, great indie studio and we're looking looking for like-minded, dedicated and talented people to build this this vision with us. At this time we are…
It sounds like you want a shader that blends based on height and slope. If you stretch the terrain up too high and you get ugly distorted textures you will want to go with a shader that has "triplanar". Max is pretty limited on this front. There is a small chance you could piece something together using the data channel…
The following advice isn't specific to Unreal, it's just how we do it in games in general. For context, I'm a Senior Technical Animator at EA, and have previously worked for Ubisoft Montreal and Activision, so I have some experience with this. Walk Cycles: It depends on the engine / animation system, but for most games you…