ya sounds like the new editoion was mainly meant to revive, and get new people, with the classic and action mode thing, with action being a faster paced less realistic mode similar to bf or cod.
they offer a lot of features so, and being opensource its extremely helpful to see feature implementations. atm I am exactly doing that working to get the unwrapper from it to max. after all it's "just" the awful ui of blender, that stops it from being a lot more useable, and I think that is something that will not…
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I work with morphs all day everyday here are some things that will help you out. Yep meshes must be identical, so the vert index table and the object pivots match. You must make copies in object mode not sub-object mode (vert, edge, poly, element). The reason for this is that morphs are relative to the objects pivot point.…
rather than along the camera ray I should have said. gw.transPoint your verts worldspace coord to screenspace and do a mapScreenToWorldRay. make sure you've set the graphic windows transform to the identity. gw.setTransform(Matrix3 1) This should allow you to cast the vert onto the mesh from the perspective of the user.…
The term you're looking for is "full stack developer". Commonly used in web development, it describes someone who can fill every role on complex projects, often including graphics. Unfortunately, in searching for the term, you reversed it with its supercategory "developer" and then projected your misconception onto…
Defiantly not simple at all. It would also have to be something in your engine. Its not something someone could do say in UDK or Crysis unless its coded to work that way. From what I have been told no other studio uses anything similar to that. But will all benefits comes draw backs which this of course induces. But all…
A shader is the piece of code that takes the texture inputs and interprets them for the renderer. It makes transformations to how light affects the surface of your geometry - decides reflections and such. They are updated once every frame (I think), so the node graph in UE4 is actually a shader editor, (not full fledged,…
I don't think you should get scared off by those Tech Artist interviews (which are awesome btw. thanks haiddasalami) since these people have been on the job as tech artists for a while. It's true that there is a lot to learn when you first get started but I think it gets easier as you move along, or at least you have a…
Most engines I've ever dealt with are able to use both Biped and Bones. We've even used both in one rig before (Biped with extra bones hanging off). In the end all that the exporter is doing is pumping out rotation and position values to the bones in the engine so it theoretically should just be some extra work for the…