Another part of the process that was not mentioned is the integration. If you are part of a small team that uses a game engine, once the asset is finished, it needs to be integrated in the engine's project. That's an important step to be sure the asset is really done. One simple way is to notify a programmer that the asset…
Yes, but isn't it also true that certain game engines treat normal maps differently, such as the UE3 engine, where the green channel must be flipped around to be represented correctly in the engine? Is it not found by others as well that sometimes, normals don't always look like they should when ported from one program to…
http://wiki.beyondunreal.com/Legacy:Unreal_Unit and http://udn.epicgames.com/Three/UnrealUnits.html Under the source engine, by default a wall is thick of 8 unit, I share the same principle in the UDK. I use the same size as under the soruce engine. With the soruce engine you have comon size : a wall = 128*128 unit, etc.
I believe this is because their engine is build upon MAYA itself. If we are thinking of the same thing, the artist can then quickly rig parts of a mesh and modify it accordingly. Since the engine can accept the rigs, and its built on top of maya, it gives them quite a bit of freedom to work artistically with the engine…
So interesting, the presenter in that master class video on lighting didn't say they use UE4 to generate the lightmaps, he said that he uses the engine to "Pack" the lightmaps. I wonder if this means that they actually manually create the unwrap in a 3D package and then re-pack the lightmaps with the engine or if they…
Ok I suppose I can try that. Read a bit of that in my research. So the only engine Ive any intrest in is Unreal engine 4. I dont know the first thing about it yet but thats what Id like to try my stuff in. Is there a general set of do's and dont's for that engine?
Thanks, that clear up a lot of things. So it's the engine itself that manage pretty much everithing, i must just determine if my material is dielectric or metallic and its roughness. Seems really straightforward. (also... i cant' wait to see some papers about "Inflitrator", it is mind blowing :) ). I think that the…
If you want to make an actual game Unity is the way to go, but UDK will show off your work better. Commander_keen said it best: "UDK isnt really a game engine. Its UT3's modding tools without ut3 and a changed license. Unreal Engine was never designed for public use and has minimal access for modding, so using UDK for…
Hey! I don't think it's the AO but rather the shading in-engine but i will take a look at it tomorrow. Anyways here is a shot of my albedo, as you can see i can hardly remove more. The reason i chose CRYENGINE is because it's the engine i'v been using for the past 3 years and it is unarguably the best engine freely…
I've written a tutorial on how to get a simple prop from XSI into the Source Engine. This guide uses the free Mod Tool for exporting a model, and properly explains the process of compiling a model and material for Team Fortress 2. But the method can be used for any Source Engine game. I wrote this as a quick reference for…