The creators of the popular Source Engine modification Dystopia, and the upcoming Source Engine game Blade Symphony, Puny Human, have new opportunities for those who are interested. We have multiple positions available that need to be filled immediately and believe that you can offer a positive contribution towards our…
I am proud to announce our new game Solus. Solus is a single player exploration and survival game, experienced in first person and developed in Unreal Engine 4. It is set on a mysterious and uninhabited alien planet - www.solusthegame.com. TEASER [ame=" https://www.youtube.com/watch?v=lOqHpj71anw"]Solus - YouTube[/ame]…
I know the general difference between what a shader and texture is. I'm confused on the standard way or most efficient way when using them together. I'm working on a car. Below are hypothetical situations for the car body. 1A) If the car body is to be a solid yellow should I simply use a shader and disregard UV mapping and…
Hi everyone, A friend and I have been working on our own engine for quite some time and recently we've been starting on adding big massive structures and other things to our game. Something I've been encountering is weird normals on my objects (which result in poor looking objects in game). Here is a picture illustrating…
Hi everyone ! I started to learn 3d modeling a few months ago. Now I wanna create somethings that can be use in a game engine. But, I remember I've read somewhere that game engines usually require 1 object per mesh, and the "skeletal meshes" work different than normal meshes. I don't know what to do with things like : a…
WayForward is seeking an experienced Technical Artist to work across multiple projects, with multiple game engines. In addition to having good 3d art skills, applicants should also be proficient at designing and trouble shooting art pipelines, and should have a good amount of experience working with modern 3d game engines.…
Looking cool so far - I agree with danpaz3d on the silhouette, though. Regarding 2d engines, I personally wouldn't recommend torque2d - I found it to be laggy on the iPhone. To be fair, that was an older version, so maybe it's been improved... If you're comfortable programming in Obj-C, I'd go with Cocos2d . It's not…
The poly-mirror did not work as expected in-engine, even though in Maya it seemed to. I have adjusted my modularity methodology, to model half of the HP, poly-mirror, and then make the LP based on the combined mirror. Then bake the normals from that. The first test has worked well. I am very pleased with the in-game…
No worries man - and don't hesitate to ask if you run into any bump in the road. This whole baking process has been basically turned into something much more convoluted that it should be because of the lack industry wide standards (for instance, some programs used to generate normalmaps cannot display their own maps…
Check out this video for Eat3D. It goes over color-calibrating with a color chart in Lightroom. Once your photo is calibrated properly, you can base your render/screenshot off of that and tweak the values to get something close to the photo. And to add on what Drew said, a lot of engines are switching over to more…