Bumped. Current Members: 3 Programmers 1 Writer 1 Sound Engineer 1 concept artist Positions wanted: Concept Artist Animator 3D Character Artist 3D Environment Artist Level Designer Modeler UI Artist note: also updated the player. We added character swapping by 1, 2, 3, 4, improved inventory so it opens/closes via tab…
thanks all, I've tried with the mirrored uvs ontop of eachother, shifted +1 or -1 in U and squished into 0-1 with a 2:1 map which all result in variants of the same problem. The results are also the same after building and playing. The mesh is all merged and everything too. I thought maybe my normals were screwed upon…
You need to comment out those brackets too. Right now it's empty parameter brackets with nothing and I think that's causing the error. Change to this//$collisionmodel "c_sticky_jumper_physics.smd"//{ //$mass 1 //$inertia 1 //$damping 0 //$rotdamping 0//} You might be able to do this as well to comment the whole section.…
When you capture an image it uses the resolution in the Settings under the Capture menu. If you want to export images at 2x, simply double your intended resolution in the W/H boxes, ie: 3840x2160 instead of 1920x1080. The 1:2/1:1/2:1 settings in the render tab are only for the viewport display and do not affect image…
Yeah the wiki will help a lot... thats where I started. You dont want ovelaping UVs when doing normal maps. Make sure to offset them by 1 in the uv editor. How to offset a UV island by 1 in 3ds Max: -select uv island -click square button in the bottom left to make Uv coordinates relative type "1" in the "U" box press…
[ame=" https://www.youtube.com/watch?v=bZgz0_zEg4Q"]3ds Max To UDK Unit Setup - YouTube[/ame] Copy/ paste from UDK "A character is 96 units high and is supposed to be 6ft tall. 1 maya unit = 1 unreal unit. So use the character as reference and build around it." "Same for 3ds max, 1 unit will import as 1 unreal unit." Use…
We've recently heard news about game industry layoffs (EA LA, Sammy Studios, etc...) but a larger number of companies are very actively recruiting and hiring. Microsoft alone has 125 game development positions open. Surreal Software and Mobliss are also looking for new talent. These companies and others are recruiting in…
Some cool guy at cgtalk, wrote this: macroScript selectBymousecategory:" CGtalk "(selectedEdges = polyop.getedgeselection $ tool mouseLoops ( local oldpos = mouse.screenpos local refPoint = mouse.screenpos local dist = 2 fn getDirection dist = ( newPos = mouse.screenpos if newpos[2] < refPoint[2] and newpos[2] < oldpos[2]…
1) I looked for a while for a master list of common materials, and what spec should be used for them. I never found it. As far as I know, it's just something you need to eyeball, especially since different lighting setups make spec look completely different. If it helps at all, here's what I tend to do (on a scale of 0 =…