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The Blender Game Engine was never designed for such a huge scale Project. The reason for this is that we are aiming for a bigger scale game which is graphically intensive. We use Blender as the modeling tool and Ogre3d with our own built-in extensiones with other libraries as our Game Engine. However, we decided todo go for a diferent model.
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This semed todo come as a winning solution for anybody who wants todo make a game. Adding on todo that, the number of textures and Polygons in a scene has todo be well conserved todo avoid hitting the Ram limit of lower end cards.īlender as a whole serves as both a modeling tool and a Game Engine. Uv for any art content neds todo fully utilice the texture space so as todo produce god quality texture detail in a Low texture resolution limitation. The artista has todo restrain themselves from producing High Poly art assets. This limitation brings two important constraints todo the artista, polygon count and textures. In all games, developers and artista always end up struggling over the Ram usage. The biggest limitation of a graphic card is the amount of Ram it has. In this article, we Will talque about the roles that Blender played in producing game art for our racing game Project known as aftershock.īefore we begin, we have todo understand the technology and limitations of our current generation graphic cards. Game art has the limitation of meting real-time requirements of the graphic cards.
CAST WYSIWYG RENDER ARTIFACTS MOVIE
Producing game art is very diferent compared todo a still render or movie animation art. Making of: game art for Project aftershock