Vassago's numbers are a bit inaccurate, at least with regard to the PS3 specs. The CPU has a listed floating ops throughput of 218 gflops. The 2 tflops number comes from some 'fuzzy math', adding the CPU and GPU numbers together (like the old Atari Jaguar "64-bit" console). Anyway, how can you debate something like this,…
Hey everyone, I've spent the last few good hours researching lightmaps for UE4. I have found some useful info such as: 1) UE4's compression algorithm for lightmaps is using a 2 pixel border for interpolation so you need padding... 2) Your islands should be (as much as possible) be perfectly aligned on the grid. 3) For…
Hi Polycount Community :] Sorry in advance for my awful english, I'm a frog :poly136: I try to have some decent results while generating lightmaps with 3ds max via Vray. First I tried without hlsl shader. The final RT engine (virtools) has some basic blend modes. I used the multiply mode, but then, lightmaps only darken…
Hi guys, so I'm tip-toeing more and more into PBR and reading the resources on the wiki (love the bible <3 ) and I'm trying to get my head around gamma correction and a linear workflow. I understand that when an image is shot via camera, what it actually shoots and what is on display is different due to the gamma…
I'm surprised no one made a thread about the game yet (yes, yes, I did search the forum ) So here it is Now the first trailer was the worst thing ever(sorry if you were involved in the making of... it, but be honest with yourself ) so I'm just going to show you the multiplayer trailer https://youtu.be/irIkbTen53k Now,…
Hi! I applied to a game development school earlier this year (The Game Assembly) as a game artist, and it didn't go great! (Original spot in the reserve que was 138! Ouch!) My plan is to now spend the next year improving, and applying again next spring. but I'd love some critique. I have an inkling that I was rejected due…
Full version: https://www.artstation.com/artwork/ArAx3y Hey there. Here is my new personal work - Grail Knight. Total polycount is 118k Tris (113k for character and 5k for sword) 4 - 4k texture sets for armor and clothes 1 - 4x2k texture set for sword
for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
Here is a tut I did for someone a while back... This should explain it a little more straight forward than those links. "A. I traced out your little emblem. Black goes in... White will pop out... B. I used the Xnormal Filters to covert this black and white image into normal information. You get this when you download…