uuugh, i didn't mean it was mind boggling that it was a girl, i meant it's mind boggling that it was 4 people. I should have put it as an aside that it's awesome to see a girl doing crazy awesome coding stuff, not that i think it's any harder for a woman to learn how to code just that you don't see it as often, especially…
Quake 3 map models are not animated via the md3, or via .cfg files. Animation.cfg are only used for player models. The armour bobbing up and down, weapons spinning etc. is all hard-coded into the engine, you will have to change the source code if you want other map models to spin. The only way you can get custom map models…
Description: Torch Technologies, a 100% employee-owned company, is seeking a professional Game Software Developer to join a team currently developing a virtual training device. Candidates applying for this position will have the opportunity to apply your passion for developing interactive visualization products for the…
** POSITION FILLED** We’re looking for a skilled Environment Artist with a focus on stylised art to join work on an exciting new VR title. If you are self driven, with a keen eye for detail and a passion for environmental storytelling, this is the perfect new role for you. About Us @ Toast VR. We are a family owned company…
Type: Freelance / Remote Duration: Short-Term (with potential for extension) Start Date: ASAP 📝 Project Overview: We're looking for an experienced Unreal Engine developer (UE5.5) to help implement a prototype gameplay mechanic for a two-player online co-op experience. This is a mechanics-focused task that involves physics…
I have to confess that I am more of a coder than an artist, but needs must as they say. Anyway, the big problem I have with my game art is it comes over as 'too cartoony' & needs to be 'more realistic'. I've had this alot, so I really want to do something about it, but it doesn't help that I am a big fan of Mario & the…
I am looking to build a small team to create a single player, narrative-driven first person game to be built in UE4. The concept is centred around a dust cloud aesthetic, which would also be the core gameplay mechanic - navigating an environment where the player's view is continually obscured. The project is being mentored…
@pixelpatron @sacboi - Thank you for encouragement, much appreciated :D Continued to work on the materials. (Made the wood lath in Zbrush and then exported the heightmap to SD and finish the rest of it there.) I've been learning Unreal material nodes for the past month. So far, I've implemented vertex painting, ability to…
To everyone who applied for our role, thank you! We’ve officially wrapped up interviews and found someone we’re excited to move forward with, but we want to pause for a moment to acknowledge you. It means so much that you took the time to share your work, your story, and your interest in what we’re building. We saw so much…
Just google "Facial Action Coding System" and you will find a bunch of examples. Like this: https://imotions.com/blog/facial-action-coding-system/ Or this: https://www.noldus.com/facereader/facial-action-units Official FACS manual is not free: https://www.paulekman.com/product/facs-manual/ You can also grab some nice…