Ehm... you need tools for the engine to use it. Since Orbolt is not to heavy on game specific tools, or tools for other software, you just got yourself plugin that doesn't do much. At the moment it kinda works the best in pair with Houdini :) Houdini was (still is?) a movie VFX tool, so there are not many people that uses…
thx for the comments so far, added my zelda LTTP engine and editor: Created back in Flash 5 and then further developed in MX. This engine supports a XML based map file with multiple tile layers, collision layer and a script/event layer. [ame] http://www.youtube.com/watch?v=q1cq8UI-6AA&feature=channel_page[/ame] a online…
I was going to mention the shell technique, but fritz got there first. I cant find the making of article, but it seems to be cached without images: http://72.14.253.104/search?q=cache:GwhI...t=clnk&cd=5 But anyway, the toughest issue you're going to face, is alpha sorting (although If you can pull off the shell technique…
no sadly CgFx plugin is based on the old Cg version, not the latest runtime, and afaik also the plugin is hardcoded to be nvidia exclusive, at least I know noone having it working on ATI :/ since I am interested in getting max "preview" using a material system for our engine, I looked into things but it doesnt look rosy…
Sounds like a good move for both sides, it might kick start a hiring wave too? The part that worries me is that they might be coming at this from a point of weakness, like ID tech isn't selling as well as other engines? Hopefully they're looking to diversify and cut cords with publishers who suckle too much money. If…
that's a good one .. without trying it my guess would be no cos it's a dynamic effect and the svt bake isn't done from a 'distance'. the low tech solution would be to manually force the distant textures to be visible when you build the svt - I expect a bit of poking round in the engine code could get you a tickybox though…
Hey Yall Dayana here , I’m a passionate 3D Character Artist with three years of experience in 3D Modelling and Texturing for Games. I specialize stylized art using Zbrush, Blender, Substance Painter and Unreal Engine. I've worked on a few small indie projects as an illustrator or as a character/prop artist.
Week Nineteen Day 1- I added vegetation to the mountains and discovered a new and efficient tool to create realistic moss. The tool is GraphN Library, and the link to the free download and tutorial is below. Polygonflow's GraphN Library Gets a New Tool For Scattering Moss…
Made some dreadlocks. I want to try a couple of different hair styles before I commit to this one but I'm really happy with how these look in engine. Full XGen groom exported to alembics and brought into Unreal Engine 5.
The biggest problem you'll face is not being Indian, but being good. For a company to consider sponsoring your visa, you need to be really, really, really good. No companies go through this process for entry level artists. When I say good, think Glauco Longhi: https://www.artstation.com/glaucolonghi Alex…