Gamer, Texture Artist, Food Fanatic

Comment History
FoTacTix
FoTacTix @ A history of engines...

@Bronco

Spec maps were important for the look we were trying to obtain. Also, on the torque engine, this was not easily accomplished. We had to embed the spec maps using an older version of superpng as torque did not support the commonly used TGA format. This photoshop plugin also only worked on 32-bit versions of Photoshop.

Normal maps would have helped us get some "pop" on all the flat buildings and low poly models. Torque didn't allow for us to have high poly models. Even with normal baking, (high to low poly) there wasn't that much of a difference or it just didn't look right. Also there are several professional studios that use crazybump. It can take some work to get the right look, but I'd say it is a damn good utility. Xnormal is also a great tool, but not as user friendly. :)

@AJ

I'll consider firing our long time programmer who started the project and bring in a new guy next time around ;) jk. Perhaps you know unrealscript?

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FoTacTix
FoTacTix @ Red Harbor WIP Redux

scaling = cool

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FoTacTix
FoTacTix @ Where were we?

Dave, why aren't you online...lol

UDK seemed great, but it would have slowed us down even further. Actually, we would have had to rebuilt the game from the ground up.

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FoTacTix
FoTacTix @ member recruit

I send you guys a pm on here with all my info. I'd like to do some work for you as well!

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