Getting the stuff into source is pretty easy once you get the hang of it, it does involve some trial and error and even quite a bit of reading and some basic understanding of some basic concepts of code. The Valve wiki is a good place to learn, also there are a lot of user based tutorials floating around the web. BUT and…
Traditionally in games you would have an attachment node and the weapons would connect to it. That way you can attach any kind of weapon to the node without effecting your main model, it also leaves it open for newer weapons later. Normally you could work on it all at the same time in one scene file and export separate…
I am the Maker/Creator of a new 90-minute theatrical production aiming for a 2026/2027 AMC release. We are officially in Phase 0—there are currently zero models built, and I am recruiting a core team to build this world from the ground up. The Pipeline: * Software: Maya Exclusive (No Blender/No AI). * Character…
Hi Everyone! I’m Yury Taran, a Senior 3D Character Artist with 5+ years of production experience in game studios. This thread is a collection of my portfolio pieces and WIPs, which I’ll be updating over time with both personal and production work. My main focus is realistic and stylized characters for games. Below are a…
I've no antivirus watsoever, the last (and first but I'm responsible I was foolish enough to bypass google warning message about the site I was visiting !) time I got something evil inside my comp was a few month ago, pctools2011 and it's a rogueware. What I've learned by studying various known virus/worm code, is that for…
looks neat, reminds me of rtzen, just even more artist friendly than it rtzen but I think rtzen has died or so... also had another app in mind, a procedural texture generator which was similar intend on doing something similar (graph based) for luxinia's shader editor in the future as well. about the price, well…
No, it works on ALL triagles. Read it carefully, I'm not multiplying the height x width, I'm doing a cross-product between two edge vectors, and the definition of the magnitude of a cross product is that it is the area of the parallelogram formed by the two vectors. (from…
For the UV, at least on UE4, there's a solution (I can't check if it works, because I don't have UE4) https://forums.unrealengine.com/showthread.php?1861-Tutorial-How-to-proper-export-a-FBX-scene-from-Cinema-4D-to-U4-with-2-UV-channels I don't like the UV tools too, but I'd like to see if with this:…
this is what we suspected. we really wanted all maya nodes to be animateable and viewable in realtime. as you decribed, the only way to get this is by coding everything in the cgfx shader. plus we need to add this feature to our game engine exporter. bad luck for now, but thanks for your input.
Wow spug, nice! The snow is really well done, very atmospheric. Solid animation and the art style is so graphic and polished, you guys nailed it. Hook us up with some beta codes when the time comes! :D I've never played an MMO, but I wanna play this.