Hi, I'm Martin, founder and lead programmer of Retroburn Game Studios. We have a number of individual teams working on games for Xbox Live Indie Games and we are currently recruiting additional 3D Artists to help balance out the workload for the artists we currently have and hopefully complete our games sooner. - Ideally,…
I appreciat the kind words guys, as well as the crits..I love um. vig: I'll have to post some texture maps for you. Im trying to be somewhat conservative with my texture space by using the same maps for multiple parts. My entire right building along with the props that are attached to it are all on one 2048. The walls,…
Man, I WISH I could go back to how my schedule was in school. I was going to school full time, working, and teaching myself the programs required for the field I wanted to get into. I sure seemed busy then... Flash forward 10 years... I have the full time job at Bioware, the almost full time job of heading up these online…
At the launch event for mari 2.0 they said they were working on a system to integrate custom shaders. If I understood them correctly any dx11 shader will be able to be displayed in the view port as you paint. EDIT: @ Gray: I hear ya, that business model may be annoying on many levels. But I don't care what the business…
UDK is in tangent space by default. If you want normals based on the view you can do that with the vector transform node (as was done previously). If you want values in the range 0 to 1 instead of -1 to 1, add 1 divide by 2. That should give you something that looks more like the example (minus the fact that some may be…
I never had to make pillow pipings but when I need do to similar small seam-adjacent details I leave them as seams (or even use proxy piping if I need their volume to affect something in the simulation) and when the garment is ready: 1. I export it to my 3D software of preference without any proxy pipings if I used them.…
Today be International Talk Like a Pirate Day! How will yer travels be on this tide? I hope ya lily livered scurvy curs make th' most o' 't! There better nay be any land lubber talk in this 'ere thread!
I think you just need to emulate the Gothic II lighting better, if you want to match the original look and feel. Looks like they used very simple shaders, with only diffuse and specular, and some baked low-res shadow maps. This was fairly common for games in the early 2000's.
I cobbled together some bits and bobs into a stand alone win32 tool it works on a wavefront obj file (the DrOS of file formats but pretty ubiquitous), it will handle quads, though not polys, (in the export) but will still render them as tri's. It expects the UV's to be in a 0-1 range. You can drop drag the obj file onto…
Cinematic with a bit unusual story of creation :) https://www.youtube.com/watch?v=PBsz4BjyHRkMany years ago I wanted to make a short cinematic showing life on other planet. But I decided to make my own 3d software, you possibly know as Teya Conceptor (or remember even before as Polybrush..).So now I made this video using…