I hadn't considered that anyone would be interested in the technical side of the engine. This is all a little disjointed, but here goes: All content is pre-processed and loaded via the Content Pipeline provided by XNA. Model's are exported from something like 3DS Max and directly loaded. With Audio, no pre-processing is…
I am aware, I pride myself in once being in the polycount wiki for the transfer attributes in Maya for this technique :smiley: Right now I'm trying to do it inside of Unity though. I know you could just do it in maya/max and import it, but I want to be able to do it in Unity for quick and easy iteration and also perhaps…
Clean public bathroom, eh? I have no idea how closely you are supposed to follow their artdirection, what they told you, how they want it to look, if you are supposed to make a convincing enviroment or even what platform and engine this is for (you could have left some very basic specs if you want specific crits and not…
Thanks for the props guys ;) Kevin, not too bad for your second semester using Max ;) Now, onto the asshole tearing: The grass and green shit all along the buildings are far too uniform to make sense. It would generally be heavier near the bottom and work it's way up if it were this thick. I know you are doing this…
"Long thin triangles" have generally been more of an issue with static objects utilizing vertex lighting, whereas objects such as these that would likely receive real-time lighting aren't as affected by this....of course this also depends on the engine. As far as your texture size, there is realistically no purpose to…
Vig's got some good answers. To be fair to you, I personally think building modularity is quite a complex subject to tackle. Especially because there are so many ways to do it. So don't feel bad about asking questions. It's a great way to learn! Look for your building specs and texture sizes and then create it the way YOU…
It depends on the company. Some have very structured pipelines and will require you to use ver specific tools. Others don't care at all, as long as you can export a model that is ready for the game engine. I often review other people's work, and it would be a pain in the butt to open the file and check it if the model was…
Hey Eric! I've used the preview render feature in Max as well. It works pretty good. While typing my previous post I had a cool idea that we may add to future versions of ShaderFX that will allow you to render that materials. I need to test it out. We'll see . . . One thing that I've seen lots of studios doing is using…
your shader is hard to read broken up like that, try taking a bunch of screen shots and stitching together in PS so we get one seamless pic of your shader, it'll be easier to see how things hookup. As far as helping you figure out why your shader is broken I recommend going through each element and see how it's affecting…
My opinion is that you should probably do away with your 1-textureset-only goal. At this level, it's more important to have clean bakes and UVs, rather than stressing about optimisation, and all the extra problems that mirroring and stacking islands brings. My suspicion is that your texel density is not high enough, and…