Actually it's quite good in doing that . Suggests very well though solutions in many shaders design issues. Looks like quite well trained in the area . Makes very well working scripts and node constructs for Blender .
Well yes JKMakowka 3d platformers were not only the death of 2d platformers but 3d was the death of 2d period and I'm not holding my breath for any new 2d platform games. It's one thing to hope and dream that Nintendo or any other company would venture into the realm of 2d again especially in a major way but at least with…
Hello! I'm making this topic to show some progress as I get through a very ambitious project (for me), trying to reproduce this illustration as a 3D diorama: This is an illustration by a friend, Goblin Spice Trader, who does a lot of very cute (and often NSFW) goblins. I'm pretty sure they're not on this forum, otherwise…
Who are we? Fraktured Games is comprised of the UDK Learning University Game Development Team. Story of Desperate Times: You are one of the few surviving members of a city that is caught in an endless time warp. With your townsman, you try your best to defend against the onslaught of the relentless hordes of enemies trying…
i use mudbox for this, its just the quickest way for me. the normal layers that ddo creates are usually rather subtle, so you can just paint out the effects with a flat normal color for the seam area and then merge that with your ddo created normal layer, so you still got your original baked normals below. you could use…
Now off to the edge loop delete to get to my game model...the HP is at 300k not smoothed. In game model how many tri's would you all recommend? 10,000 or 15,000. Please not, this is NOT to Dawn of War specifications/tailored. I am intending this to be more like the upcoming Space Marine game set to release sometime next…
i did i took one for a test at 1k i was like whoa a 16k, for my needs that is overkill, otherwise kick ass resource and i am sure many appreciate it. Thanks.
Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
Well, I've never worked in the VFX/cinematics. However as I understand it 1. They really aren't incredibly different anymore, generally displacement maps are used as well as a wide variety of other ones. UV mapping is setup different (for hero assets at least). For instance, you might be texturing a part of a forehead on a…
Hello everyone! I have been working with this tool for a few months, mostly on our internal projects, and I think it's time to get it out there. It's still in development so feel free to suggest any additions or alterations. It can easily be altered to accommodate 3rd party packages such as other UV-Packing/Unwrapping…