When you're talking "taste," you're talking about your own standard. And that basis can get messy here, fast. Some people may be sick of sexualized female characters in games, and I can certainly see where they're coming from. You'll get sick of anything when it's overdone. But that's still quite relative. Some people…
Hello, I am the leader of A Nation Dividedthe American Civil War Mod for Half-Life 2 and am in need of 2 player models, one union and one confederate. If anyone is willing to take on this task email me at vlightinc@cybertown.com or post here. Please help us take the a great era in Americas past online.
and sigh once again. where are you getting that idea from ? normals in UDK has never been broken to begin with. epic just introduced increased compatibility with certain renderers. like i said numerous times before alread, i never hard normal map issues with unreal in the last 3 years or even last 5 years for that matter,…
Today is my last day on this great company , 4 years working on a game....not released yet, I hope to put the images soon . This Monday I enter in Pyro Studios (the commandos guys), in a game of next-gen.
🧩 Freelance 3D Character Artist – Modular Miniature Design for Tabletop Game Project Overview Hello! My name is Mat Nicholas, and I am a professional Game Designer with over 20 years of experience in the video games industry. In my spare time, I’m developing a new tabletop miniatures game built from the ground up to…
talent is so overrated. The number 1 skill people in this industry have is not talent but determination and hard earned skill. It takes a whole lot of it to make it into games. Determination to hone your skills, determination to apply for jobs until you make it. Determination to keep your skills honed while you're in the…
Regarding the pictured band ... (1) will the overlapping geo (circled in red) cause problems when casting normals and (2) when creating the low-poly should I simply use a tube or clone the object and remove edge loops?
Hi, Is it possible to have the alpha map of my glass material casting shadows? I don't want to mask the area completely like you can using the alpha test. I want the shadow to take into account the opacity of the alpha map. Any ideas? This seems to have been asked a few times and as far as i remember its possible in UDK.…