THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
Starboard Games is looking for talented and dedicated people to join us on our exciting project, INT, a sci-fi RPG with rich story and intriguing characters. You may find out more about us at: 'www.int-game.net'. We are a highly professional and friendly Indie team developer, well suited to people looking for a fun-loving…
This is a lot of fun when I can get onto servers and it doesnt break :x Rock paper shotgun article http://www.rockpapershotgun.com/2011/04/13/10-reasons-you-need-to-play-ace-of-spades/ Site homepage including server list. http://ace-spades.com/
Had some free time this weekend. The front view of the concept is my main reference, and I liked the shape of the backside from that view. However, trying to cajole the model to match that reference was a major pain in my backside. Ultimatly I decided sticking to the front view for the back of the weapon would result in a…
God rays post process shaders are good, like the one in BlackLight: http://i.imgur.com/KFvyP.jpg It's a shader a lot like a blur, but it's a directional blur away from the light source. You can also throw down a sprite quad over the sun's position for a halo/corona effect as well. But if you're using a version of Unity…
I am using Marmoset, but when I dont have object space checked on there is a seam where UV sharing is applied. is this because of the render or the way tangent works? thanks!
After college i started gaining wait since all i did was work on my portfolio for a year, and now that i am 3 months in on a job at a game studio i still cant find time to exercise. any suggestions on how to stay in shape? I went from an active lifestyle in college walking everywhere to a sedimentary one (walking to and…
Hello Everyone, Upon making texture maps for a model Ive stumbled upon an issue regarding post-compositing. I used a simple BLINN shader, and I call it MATERIAL_Turntable, and my renderer is Mental Ray. My goal is to have light pass through the transparent areas of the planes that are NOT covered by the leaves and grass…
Optimization There are 3 areas of optimization I want to talk about. 1. Material pins: There are now two pins that deal with decal opacity: Opacity & MultiOpacity. How do they interact with each other? I decided to make it like this: If MultiOpacity is connected, the opacity will be read from this attribute, otherwise the…