For me its a few things functionality is one , if something emulated Edit poly perfectly I would be all over it. But it doesn't stop there, most of what NEX brings to the table (for a price, added to some already expensive software) has been in edit poly for years. I've been a 3ds user for a while now and just gotten used…
Pak: I am tired of seeing lens flares over done in games. Espeically in early screen shots when the game is trying to get some attention. It's like the Wilhelm Scream Once you know about it, you see it, you groan you move on. Or in my case you spend 30 min bitching about it in a forum. MoJo: jack_blackSISCO is tubboy, I…
I lost power when working on a map in UDK and the power randomly went out, and came back on right away. But now I can't open my map at all. I load the external packages the map requires, and then try to load the map, and UDK instantly crashes. This is what is in the log: Log: Log file open, 12/04/12 21:49:07Init: WinSock:…
Engine Programmer (Contract) Engine Programmer working at Antimatter Games at our offices in Falmouth, United Kingdom Antimatter Games is a young, fast-growing studio based currently seeking an Engine Programmer to drive our already skilled, passionate team to create exciting video games, including with our currently…
Hello, We're developing a survival game that is now nearly completely prototyped. We're looking for one environment artist experienced with, or interested in learning how to make modular environments. The systems that are already prototyped include: 01. Player Health 02. Character Movement 03. Team Selection: American /…
1944 Game Home Page Hi All For anyone that may be interested at taking a stab at next gen game development. An indie dev team (Frantic Games) is currently developing a Next Gen game. This is an indie game with great prospects of for commercial success. We have developed a complete HL2 mod which is soon to be released. But…
I'm wondering the same thing. I'm trying to see if I can fit MightyBake into a Maya/Modo/Mari/Nuke/Redshift/RenderMan pipeline and workflow. I heard about it from some folks over in the Foundry Mari forums so wanted to give it a look. I want to avoid using Modo's bake system or Mari's conversion nodes to generate normals…
Hey thanks everyone :) Especially ChaoeEidelon's enthusiastic post, makes me feel welcome. So things to remember for me from this is to keep your ideas practical within the scope of the game, understanding the limitations of the engine or mechanics and balancing the distribution of geometry/bones/skinning data where you…
@mutedwrrrJW Thanks! I don´t use bsp at all. Everything is modeled in 3ds max and then put together in UE4. Here is my building set so far. Sorry for my lack of updates. I´ve been crunching with this day and night. I created a better system for modular buildings using parent blueprint class that controls exterior wall…