Xnormal requires plugins be recompiled for every new version. We had a source engine plugin but it is a huge pain in the ass to maintain when you need to recompile for every new release and then make sure users pick the correct version from the list. Your options: Contact James O'Hare and see if he will recompile the…
Nice! Just saw your response glad to see you are back on development man these are great! Not gonna lie, when I asked I saw your last response on the thread was from 2021 so I thought it was dead. So I did use them just to play with in unity but I didn't post it or do anything with it publicly obviously, I'm sorry hope…
Hey thanks a lot to everyone checking it out so far. I've been working on it pretty nonstop for awhile now and though I show it to friends to get general feedback, it's great to get really pointed direction about what's working and what's not. Ninjas - Sorry for the delayed reply, thanks for taking a look way back when.…
finally got around to making my character all polygon based. need a better alpha for the beard tbh, but the technique using hair tool addon works fine. I can finally get my work out of Blender and in to Unity or Unreal . Might do a pass in substance painter first
+1 for Git. In my last job it was a pain each time we had to onboard a new colleague. He had to learn how branches work, when to pull, how to use Sourcetree etc... Eventually we got rid of Git in the art pipeline. Programmers still use it. But this inspired me to develop a Unity plugin to simplify using Git. There is only…
Hi guys, Recently I started my new project on UE4 and learned from the previous UDK project that 'simple' uv2 unwrap is not going to give any good (even though will finish unwrapped it faster but the amount of headache looking at nasty light baking...it's just not worth it...), so I google for a way to do a uv grid snap…
there are so many variables to that question, its going to be hard to get a rock solid answer. If this was for a first person game then maybe the paralax would be ok, but in reality the asset would be so small on screen 99% of the time it would not be worth it. You have to think about the contex and useage of the asset. AC…
StarWars Dark Forces Inspired Game Art Latest Screenshot: Hello, everyone! So, I've been meaning to start this thread for a while. I've always been a huge fan of Dark Forces - especially the first one. The game obviously took place in the Star Wars universe, but had a style all its own. A while back I got some free time,…
I was hoping to find some consensus relating to material management in a project setting in regards to the texturing pipeline. This might be a long post so I hope you like text. I'll put a TL;DR at the bottom. At my current studio we are working with a large volume of tiling textures (hundreds) for use with buildings and…
:wave: I wanted to share with polycount the latest release 'Spirit Lords' [discontinued] nearly two years at Kabam and showcasing the work. playlist - https://youtu.be/rqWattfSMXc?list=PLlJ07Rirjk9GAUySNQbGIIUI_emiatnt5 youtube links - I was responsible for all in-game FX, native inside Unity (no 3rd party asset…