@Eric Chadwick Hey! It's all just fixed densities now set dynamically via sliders/input boxes, I don't have subdivision levels yet but that's on the short list. I did some early experiments with instant meshes as an external tool dependency but the quality wasn't quite there, and you can't use the field/curve guides…
Hey guys, For a uni module I am looking at how muscle systems are used in next gen games. Basically I was woundering if anyone can point me in the right direction as possible ways of getting muscles from max to unreal with the actorx ? Exporting characters into game engines is really a new thing for me:( Thanks
Hi, I find it very entertaining to do Electronics with 3D interactive programs one of my last projects controlling a stepper motor -salvaged from a dead scanner- using 2 ways 1- a knob -potentiometer- which is a common practice 2- computer 3D program you open the closet by entering a password and you choose the speed you…
I am trying to see if the source engine allows you to scale bones. I did a couple of tests and was unable to get it to export anything but rotation. Is anyone aware of this as an actual limitation or am I doing something wrong in source?
wondering if anyone knows how to tint a environment map in source engine specifically tf2 using a texture, there are commands to tint the whole map one color, but i want to be able to tint different parts of the models environment map differently.
We have 2 positions open for coding/programming assistance for a big upcoming racing game, Band Pride. Requirements: * 1-2 years of experience with Unity or Unreal Engine 4 or 5. * Portfolio (recommended) * Skilled with graphics (preferred) * Skilled with animating cutscenes (optional) * Checkpoints/save file managing…
Available on Fab and Gumroad Contents: * Overview * Initial Setup * Settings & Features 1. Light Color (1,2,3) 2. Brightness 3. Multi Colored Lights 4. Enable Blinking Lights 5. Blinking Speed 6. Collision Enabled 7. Spawn Point Lights 8. Point Light Settings 9. WPO At Distance 1. Overview String Lights is a blueprint tool…
none atm, but i'm planning to at least mess around with it on the unreal engine. just wondering how to go about it to have a generally smooth transition from maya to any general engine.
I am not 100 precent sure on what I should be doing, Should I build the entire level in maya and then .fbx export the entire thing? or should I build it in unreal engine? Thanks for your time.