Hey everyone! Busy week at work, couldn't work that much on this lill' project, and it's probably the last post of 2017 since it's holidays soon !! Quickly reworked the grip, kept everything separate (want to be able to do epic split up of different pieces :p ) Worked on the little pin on the middle. And for those who…
Been awhile since I've been on PolyCount, but I should definitely answer this post. We are quite close to releasing our first closed demo to Epic Games (we have reasons we'd like to keep it closed). If you'd like more details Cloudydays, let me know. Also, should mention the following updates we had since I last posted…
I love your drawing style and as i can see you are from my hometown (Nürnberg), so two points for that :D The way you are telling your story is really epic. The only critic i have is that your entry website should be more appealing for new visitors. In general new visitors tend often to look just at the first page of a…
This is a widely known issue with Lightmass with varying lighting results per object (per cpu core and object). You can go brute force with the quality settings as Obscura suggested but in larger levels that can easily push your rendering on a single machine from a couple of hours to days. The other way around would be to…
If the normalmap and the diffuse map shares the same UV than you do not need to have to make different UV Layers for it. I guess you thought that UVmaps=Texture slots. What is possible is that you use one UV layout for your main diffuse, normalmap and so on and than another UV layout for dirt effekts and so one. There are…
Dang, I've had way more crazy epic battles in this game than any prior Bethesda titles. In the early Corvega raider fight I activated a protectron and everything went nuts, explosions everywhere! I was running through the manufacturing floor like Rambo. Crazy thing is, that seemed to have been a random occurrence, I've…
Yeah its possible. Most building LODS use the same textures actually. it'll mip down to a smaller size anyway. For stuff that's ALWAYS going to be in the distance though, like epic distance stuff, you might find that you can get better/sharper results by handmaking something smaller for it. Mipping does introduce…
Thanks a lot, Epic. It is always nice to hear your comments on things :) I like the color as well, but I think the overall comp/layout/bigger shapes are too boring. I will do something about that in coming sessions. About the reflections, I will probably go for something between this and the last one (This just renders 20…
People have been supporting themselves thanks to the Steam Workshop with assets being sold on the Dota2 and TF2 marketplace for quite some time now ! It works, and anyone curious about it can try it out as there is no barrier of entry - one just has to do some art and submit it :) Of course it takes time, effort and…
Blockout is a damn good idea. If you make an inventory and create some basic volumes to represent your assets you can pass them off to the artists. the artists are happy because they have a volume to fill, and when its done it will fit. and the level designer can get on with making a playable space. Personally I'd see it…