Well obviously if you modify anything heavily enough it will be able to perform completely differently. I imagine huge amounts of the original code have been re-written / replaced / removed, you probably wouldn't recognise much Q3 about it after all these years of CoD development. It might have resembled Q3 back in CoD1…
As great as the whole scanning process was, there is a reason we didn't see it return this year. Also, can you explain how that whole scanning thing would even work considering codes are preassigned to specific items and printed ahead of times. Digitally scanning an analog code to alter it's state doesn't even seem…
Hi all, Have you used the mirror mode in Skin modifier with Max 2011? I just cannot get it to work, everything is centered and xform is reset, I have used the mirror tresh value to get rid of all the red points etc. - yet it doesn't mirror anything. ever. Could this be a problem with 2011 64-bit or have you got it working?
It definitely looks impressive on the first glance, you have some really great looking assets and there is obviously a lot of hard work put into all of it. So you have some skills, dedication and some good looking portfolio shots, especially for a student. So nice job! BUT (there is always a but) you have some things that…
Thanks for taking to time. how would I create a node with outputs from a rock generator i created. Im trying to fallow a Daniel Thiger video and am stumped how he did it. Hope I/it makes sense.
I played both. HC mode and SC mode. In SC mode you can revive if you die, in HC if you die you die forever. These 2 Cores come with 4 difficulties Normal, Nightmare, Hell and inferno. At Nightmare its a completely different game. EDIT: Forgot to post the other part; Doesnt matter if its HC or SC the difficulty is pretty…
In my opinion, it’s best to learn multiple apps, as many employers will dictate which software they need all assets to be processed through for integration into their systems. Often in my experience the main app is Maya or Max, since these are generally easier to develop a consistent sustainable pipeline for. Blender is…
3/28/16 update Hello everyone! Lots of things to update! I hope everyone had a fantastic GDC! The goal of today's update is to get ya'll up to speed and give you all a bit more information about how we're moving forward with it. First of all, we're looking to launch Our Ghosts of War Steam Early Access launch sometime in…
3/28/16 update Hello everyone! Lots of things to update! I hope everyone had a fantastic GDC! The goal of today's update is to get ya'll up to speed and give you all a bit more information about how we're moving forward with it. First of all, we're looking to launch Our Ghosts of War Steam Early Access launch sometime in…
Unreal Programmer Description: Double Fine has an opening for an ambitious and
enthusiastic full time Unreal Engine programmer for its San Francisco
development studio. Candidates must have a passion for designing, implementing,
and maintaining core game systems. Applicants should be enthusiastic about the
opportunity to…