Rockstar North is currently seeking a highly talented Tools Programmer. The role will involve developing and maintaining all aspects of the export pipeline across multiple projects and platforms. Responsibilities * Familiarity with at least one next gen art pipeline. * Familiarity with at least one dcc package. * Strong…
Does anybody know a good set of photoshp tools that would use an advantage of new CC smart object links and layer compositions? A script that could switch linked smart objects to certain composition: diffuse. normal, etc So each smart object could have all necessary channels easily available from its origin? Turning…
@Pancakes: I'll preface this by saying I don't have much experience with visual scripting systems. IIRC I mostly used Kismet with UE3 to control triggers, physics, enemy spawning, environment animations, etc... My reasoning against recommending Unreal 4 to the OP is that as with any visual scripting system eventually…
Hm..well, this should be pretty easy with a bit of scripting...but I can't tell waht your familiarity level with that is. You'd literally override a function called TakeDamage and just have it to modify health without calling any animations or anything...but if you're not familiar with scripting it's got a bit of a setup…
Unless you are just looking for generic information about object oriented design and data structures, I think you need to ask a more specific question. It's a bit difficult to understand what you are asking right now. A shot in the dark though is that you have code running that creates a random number of enemies which are…
This happened to me a few days ago, I was under tight deadline so I simply finished the IDs in Photoshop. I usually polypaint ID in Zbrush as it's quicker. Try this: instead of using edit poly, convert it to edit mesh. See if this takes care of the bug. As a second option try to separate each element (corresponding to each…
The export script is doing a bunch of work to align the normals to maya's renderer. When you export FBX the normals are subtly changed when triangulated. Originally, this was acceptable when we were working with lower poly files base meshes. If you don't care about them being in FBX and you just care about the results, I…
Good points. I think you're overthinking it though. I've looked at builds on an iPhone using this system and there's no way you could tell they don't lay flat...just too darned tiny on the screen. The issue of not fading out isn't jarring at all really. You'd have to see a build on a mobile device to see what I mean. If…
I've used in production on multiple titles. In my experience with face weighted normals the script I used to apply custom mesh normals allowed me to keep my smoothings groups. But by using face weighted normals you can also reduce the amount of smooth groups since face weighted normals reduces the amount of gradient shades…
Small correction. Python isn't a scripting language. It's fully featured and "general purpose", meaning that you can do anything with it. It often gets used as a scripting language which is a plus. Because you can program your own stuff with it (Panda3D, Blender GameEngine) and then still use it to interact with your 3D…