Hello everyone, Today I want to introduce you a new feature of my Importer Hub for CRYENGINE tool along with the 0.5 update which allow you to make a complete seamless workflow between the new Quixel Suite DDO and the CRYENGINE mainly useful for preview you work directly in the engine. First, keep in mind that this feature…
Team name: Fun Spike Games Team TippleTop Project name: TippleTop Brief description: TippleTop is a family friendly, transparent game development project with the goal building a fun community for Fun spike Games, seeing a good portion of the proceeds going towards the childrens charity, the DreamHappy Foundation and…
First, thank you for taking the time to read this post. Allula is a story that started out as a text based RPG and over time evolved quite a lot. This has been a project in the planning for years now and we're finally ready to give it all a shot. We have the tools available to streamline the development process and protect…
Hello everyone I have been working on a game called Robot Universe along with a partner who is the project lead. We decided that we are in need of some team members to help complete this project. The name of the indie team will be AlphaWolfGames. The game engine that we are using is called Unity3d About the game Robot…
unreal terrain is extremely robust and pretty efficient. you're very unlikely to have any collision problems unless you're doing something difficult (like online multiplayer or large world with streaming) - if you're targeting xbone or better and you're not intending to build a giant environment the defaults are a…
Hey all, my name's Vidas Rimkevicius and I want to try my best in participating in this contest! If curious, here's my portfolio for those wanting to take a look :) https://www.artstation.com/fakado I wish the best of luck to all the participants, a lot of amazing entries so far! For the contest I'm making a channeled…
Hi! I think with this kind of compound shape it might be quicker to construct it from individual, separate elements. Then you could either merge them together and use the resulting mesh as a shrink-wrap target for a re-topologized mesh or re-mesh the shapes into a single mesh and smooth the result. If this is for real-time…
The triangles don't matter in a cage mesh, only the vertices do. The baker will cast a ray along a vector between a cage mesh's vertex towards the corresponding vertex on the lowpoly mesh. So the only correlation that really matters is whether the low and the cage share the same number of vertices, and the same ordering…
yeah I have thought about maybe if i wanted to target low end, perhaps just design without lumen from the beginning. but havent done any real performance testing for it.