Here's a little more information about a typical JoyRide scene. * Rendering Stats* 720p @ 4xMSAA * ~2.5 thousand draw calls per frame * ~8 million indices per frame * ~2.5 million transformed vertices per frame * Mostly Pixel Shader ALU bound * Rendering Stats (4 Player)* Sub 720p @ 4xMSAA * ~5 thousand draw calls per…
I import the obj file into Headus and make my cuts and then let the program pack it the best that it can. If I try to keep peices together using a box, the progrmna never fully uses the texture sheet as much as it should, total failure. So I let the prog pack everything best it can and then I seperate them by polygon…
First about your website, essentially it is fine layout wise. Just dont write your about text as big and in all upper case letters. If that font is like that, take another one. Also dont use a stroke on such text. In your vehicules area, you use black strokes, which look a lot better than the grey counterparts on your main…
Thanks for the responses guys Kitteh - It's an auto, the cylinder in the top section of the gun contains multiple rounds stacked up behind each other (this was the only thing i was asked to do for the design). The sites are still wip, since the top of the barrel and the body of the gun aren't at the same height i can't use…
I would definitely recommend using tileable textures for the floor and walls. On large objects, tileable textures generally allow for a far higher texel resolution than is otherwise possible. You can add variation to a tiled surface by multiplying the tileable texture with a dedicated texture containing colour variation…
Ok so some developments. I've got two issues. And I checked and I'm using FBX 2012 but I havent had any issues with it before unless couriers don't like this version of the exporter One. So I re-exported the meshes with the skeleton but got a compiler error that there were too may skin weights per vert, max of 3 is allowed…
That would definitely add to the look. I'm going to have welds in some places so it looks like it has been put together with scrap. There are some symmetrical parts that I will change to make it look more like it's been built from whatever was available. And there will be a lot of dirt and rust and stuff in the texture. I…
You are on the right track with your thought process! I do the same, every element gets broken down into its own contained 'mini' graph within the same graph. The layout of the stones would be it's own mini-graph all stemming from a singular mask input, the cracks would be their own mini-graph, each type of surface noise…
The blockout looks good so far. The only thing sticking out to me is the right side (chimney side) of the house could be elongated and the slant looks a little too steep. Rotating the house a bit more away from the camera may add more depth interest. I would eventually increase the terrain poly density. Cover up the base…
At the time I made this thread, I wasn't 100% about making it a game project. As the subtitle implies, I had made a bunch of drawings that I thought about bringing into 3D first. I had only decided to go with UE4 after I played with some settings/materials thinking it was right at the time. However, this is where things…