Hey polycounters, We're an indie game development company working on "The Final Stand," a multiplayer survival game inspired from multiple survival game mods like 'Day Z', 'Rust', and 'Battle Royale.' We've been working on the game for almost two years and we're going to release in the Q1 of this year on Steam alongside…
Guys, I am following all the developments of Unreal Engine, CRYENGINE and Unity for a couple of months now. Let me say something first - CRYENGINE already had REAL-TIME DYNAMIC GLOBAL ILLUMINATION since a few years back! Frostbite already has the WYSIWYG editor since frostbite 2, and now Unity 5 is coming with the Dynamic…
Guys, I am following all the developments of Unreal Engine, CRYENGINE and Unity for a couple of months now. Let me say something first - CRYENGINE already had REAL-TIME DYNAMIC GLOBAL ILLUMINATION since a few years back! Frostbite already has the WYSIWYG editor since frostbite 2, and now Unity 5 is coming with the Dynamic…
Hi there, I am currently starting an indie game for PC using Unity 3D. I have been doing modeling for quite a long time now and I have two years experience with Unity API. I am looking for a 3d animator to help me with animations. What is the length of the project? The game is quite short and based on procedural levels, it…
Description TriCAT is a market leader in virtual 3D learning and working environments, virtual classrooms and academy. We set the standard for technological developments and are constantly working on innovative solutions to make learning and cooperation economical and sustainable. We are now seeking a talented,…
If you open the "Initialize" pallete then click Unify it will scale the mesh down to an appropriate size in ZBrush Alternatively just shrink your model to 1% of the size when you export it from 3DS Max, then when you reimport it, scale it by 10000% to get it back to the right size
So I just tested this method all the way through and into Unity, and it works! I'm not sure WHY it works, but it's a huge time saver from what I learned at my previous job. The key is to not let the normals split, and just have the vertex normals be perpendicular to the flat area, AND have a hardened edge. I can't say how…