I use a shader based solution in UDK: http://lk3dworks.weebly.com/uploads/2/1/9/2/21928776/9156778_orig.jpg http://lk3dworks.weebly.com/uploads/2/1/9/2/21928776/7616075_orig.jpg http://lk3dworks.weebly.com/uploads/2/1/9/2/21928776/6554518_orig.jpg I use only masks, and no "real" sky texture The skydome has two uv channels.…
I think there is nothing to worry about , it might be common bug from during import and testing in game . To test it ingame : I dont know if it works or not but there will be alot of steps you are going to do . If not you might need to change it in the particle editor but just leave it for now . 1) Locate your compiled…
i hear tell that several of you guys are making tf2 maps, i'm havin a problem with my cap points.. here is the overview of the problem I am making a small cp map with 3 points my map layout is like this (red spawn) - cap point 0 - cap point 2 - cap point 1 - (Blu Spawn) i have point 2 set to require red to already own…
Started out as the Splash Damage test, and I decided to expand on it a bit to make it a little scene. Congratulations to those artists out there that landed jobs before xmas in the London area. I remember reading about a polycounter that landed a job at Rocksteady working on the new Batman Arkham Asylum game...totally rad!…
Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…
Haha it doesn't work because Autodesk forum broke the formating. How clever. Should be around that, not that i'm a maxscript pro. theObj=$Edgs= polyop.GetEdgeSelection theObj as arrayif Edgs.count==2 do( EdgA=PolyOp.getEdgeVerts theObj Edgs[1]EdgB=PolyOp.getEdgeVerts theObj Edgs[2]if EdgA[2]==EdgB[1] do (theObj.CreateFace…
I believe it was Stimpack who originally posted this in the tread about a lantern being too green... anyway i copied out this system, as it hauls. Ive only used it once but i think this is what Vig is saying anyway; just thought I would try and keep passing this on. I am copy pasting this from someone else, this is not me;…
Thank you so much for feedback and instructions! Yes, this is Maya and all this rigs used the same setup, to be short its 4 corrective joints for upperarms (to correct forward, back, up and down movement), 2 twist joints for each upperarm and 2 corrective joints for clavicle movement. Mesh proxies also used to make the…