yup, totally engine dependent. The ones that let you do that normally require it to be the same aspect ratio. So if your diffuse is 512x512 your alpha shouldn't be 1024x2048, one will be scaled to fit the other (normally the alpha will scale to the diffuse) which can cause artifacts when things are mip'ed. If you're up…
Hello! We are looking for three additional members for our team to help us with the work on our game project, Dreamreaper: Grey Skies. Requirements: UE4 Developer with the knowledge of: - Unreal Engine 4, - Combat mechanics. Technical Artist skilled in: - Unreal Engine 4, - Particle creation, - Cutscenes. Animator skilled…
I'm going to be starting the process of making a game soon with a friend, we really want to get some basic concepts down so we can better understand what we need to do next in order progress the game development. 1. The main environment tutorial for maya i've been plugging through is oriented around UE4, so all the scales…
Hello! I'm interested in joining a game development team or a group of MODDers. The way I look at it.. I see MOD-Teams or spare time game development projects as a great way of learning more about game-engines and how to get a to know more about how to optimize work flow. I also see these kinds of projects as an…
Happy Friday all, I'm curious as to if anyone would take a interest in a level design forum similiar in function to polycount. Someplace to not just show WIP but also to discuss level layouts and theory as well. Now of course I realize plenty of people show off their level designs here at polycount, but the emphasize is…
just trying to see if anyone out there might have an idea of an issue the team Im working with is having with importing character rigs and animations into an engine. When importing an original max character rig with animation into their engine there are no issues. When they use my maya, exported into FBX the model weirds…
Can you share your thoughts and WIP screen shots for best practice on the subject of next gen techniques? Now that we are getting to grips with the tech how are you finding it best to adopting modular creation or are you starting to pump out larger sections , for example, 4X chamfered edges, blended textures, procedural…
Hello Polycount! Its about time I made a thread for this Project Ive been working on: Hopefully you are all familiar with Pirates of the Caribbean: Dead Mans chest. Whilst watching it I saw this very cool scene which I thought would be very interesting to recreate in a Games Engine, adding along the way some personal…
So im an inspiring artist, and as ive mostly been into low poly for some time, altough with the next gen engines like UE3 coming out soon, im thinking the best thing i can do right now is focus on that and start to move on from the low poly enviroment. Also, ive just started working with this small indie team who honestly…