1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
I'm trying to get my onDeath Mesh in-game and I've been using, pretty much, copied Cicada code but I noticed that it doesn't have a main death mesh when it explodes, the normal mesh stays there and some extra gibs fly out. Where as the scorpion when it explodes, makes the normal mesh (skeletal) vanish and the damage mesh…
I need help trying to input number's into the coding here is what I'm trying to do: If you press the number one it will choose a weapon. If you press the number one again it will choose another weapon. The cycle continues as you keep pressing the number one. If you guys could show me what code could make this happen that…
Hello. I am just another ordinary person, trying to show off my creations and see what you fellow players think of them. All criticizing is welcome. I look forward to seeing your work as well. This is my newest published item XM1014: Plutura (Black Stainless) USP-S: Ordinoux AWP: Code This is the most popular skin that I…
Mohammadreza Mohseni after a long time I switched back to corona for this commercial project and I am thrilled with the result. Hope you like it. Designer: Farnaz Mohebzadeh Visualization: Mohammadreza Mohseni Location: Nuremberg, Germany Tools: #3dsMax #Corona #Photoshop #ArionFX #NikCollection…
Hi Everyone, Cool new texture images are ready on these pages on my site: TXR - ABSTRACT https://soundimage.org/txr-abstract/ TXR - ROCK/STONE - Fantasy https://soundimage.org/txr-rock-stone-fantasy/ BIG NEWS!!! LOOPING OGG GAME MUSIC TRACKS ARE HERE...YAY!!! All of the looping music tracks that I've created for the game…
I never looked into UT3 but did quite a lot with the early Unreal, Unreal Na Pali and UT games + editors and I highly preferred them over the HL and Quake 2 tools simply because it was way more powerful and easy + fun to use. Even though the Unreal Editor was very crash friendly in the beginning it had many design friendly…
These two gentlemen are more than welcome to explore alternative paths of game development and interaction; it's good for everyone in the end. I hope they are successful at developing a new model/method of human/machine interface. I don't agree with their analysis of current games, as it seems a very overpowering ego…
** POSITION FILLED** We’re looking for a skilled Environment Artist with a focus on stylised art to join work on an exciting new VR title. If you are self driven, with a keen eye for detail and a passion for environmental storytelling, this is the perfect new role for you. About Us @ Toast VR. We are a family owned company…
I remember what the difference was, it came down to how some int and IIRC some float values were initiated (and sloppy coding) the newer AMD were using values that (due to sloppy programming) caused crashes where Intel processers weren't, I should look at earlier code to see the exact reasons why. I know it doesn't help…