I've just taken a second proper look and I think you're right, I take back what I originally said and now to me, the level of detail is actually more along the lines of 'just right' as opposed to my original suggestion that there is far too much. However there are one or two areas I still think might be slightly overdone…
if you want to get more into details implementation on a rasterization (perspective texture mapping series) http://chrishecker.com/Miscellaneous_Technical_Articles hardware overview http://www.cs.virginia.edu/~gfx/papers/pdfs/59_HowThingsWork.pdf more hardcore on the hardware…
Get a decentish Gamer video card, say Nvidia 460/560. Quadros suck for game dev, they're optimized to do things like anti-aliased wireframe on CAD models. When it comes to running realtime shaders and games(IE: UDK) a moderate gamer card will be much better. Get yourself an SSD too, say 120gb or so minimum. You'll see a…
Thanks for the feedback. For now I'm ignoring the puddles and just trying to get a good general roughness to make the concrete look 'wet' without any collected water. I adjusted the camera to more closely imitate the original reference. Above is without extra point light. Had to make the surface really low roughness (0.2)…
Yes, it's true. I don't know about Arena Net's engine in question, but nearly all modern game engines struggle much less with polygon count than they used to, but they still choke up over drawcalls and shader complexity; the more texture maps, the more drawcalls. Those stack up. Realtime lighting is another issue too.…
Realtime animation systems dont operate per vertex, and havent since the mid 90s. If you wanted to store information per vertex per "frame" you would have to create your own animation system (for example morph targets), which is completely possible in Unity, but would not be ideal for a mobile device at a reasonable speed…
@ Rick_D - thanks mate! @ sltrOlsson - thanks man, I hadn't realized some of those were pen. I'm kind of in a hurry, but I guess haste makes waste applies here. I'll get right on that, and sharpening the cracks a little bit too. Cheers! @ AlecMoody - thanks man! We are planning on just using realtime lighting along with…
I use it all the time for rim lighting. I used shaderFX and max2009 on this guy to get a realtime Fresnel viewport shader working, its the green glow around the outer rim. The camera/view angle is used with a gradient ramp to control how much of the effect is scene. On the ShaderFX site there was a pretty good tutorial…
Just get started. Get your design/concept done in such a way that it is indistinguishable from the Mario stuff ; then build the corresponding assets so that they are indistinguishable from the ones in the game screenshots. You have access to a great art guide already, since you have access to a full game showing every…
Its hard for me to see a tool like this at a price beyond $50 if all thats added are texture slots and maybe some light adjustment. As it stands currently - someone can use UDK for full-on scenes, and its free, but the price is learning the tool (there is also the added recognition/respect the Unreal engine carries) - for…