Yeah, I finally solved my problem! The textures have transparency now, but it was quite a hassle. Because it might be of some use to others, I will try to explain what I did to get it to work. I exported the model from Milkshape to UT's Skeletal format (.psk), so I didn't have to animate the model myself and could use the…
So I have a rather embarrassing grasp on lighting in UDK considering how much time I've spent with it. Lighting tweaking is something that always gets pushed to last in my projects and ends up getting set aside when time runs out, leaving me turning in projects with no more then basic lighting and some clear lighting…
Irrational Games is the award winning developer of System Shock II, Freedom Force and SWAT 4. Irrational Games has studios in Boston, MA and Canberra, Australia. Founded in 1997, the company is dedicated to bringing deep RPG and strategy games to both the PC and next-generation console markets. Irrational Boston is looking…
Team name: Not named at the moment. Project name: The Hatch (working title) Brief description: This is a first person horror adventure that focuses on physical interaction. The game will not have any guns or melee weapons so enemies have to be outsmarted and caught in traps, or just avoided. The game has been in…
Special Thanks to William Gaul. Hi all...I am happy to tell ya'll that Unreal Script Wizard is now available to download. Please note that this is a BETA product. I made a video on how to use it. Description: Unreal Script Wizard is a free program made by me to make Unreal Scripting easier with the help of a wizard. At the…
Thanks Synaesthesia . I'll do another try for sure. In general I'd love a texture soft would work as vector one , not only brushes. I recall I could work with a speed of light in old Expression and Xara . Every piece of bitmap was a decal guided by vector spline or shape fill. Always non-destructive and resolution…
Hello Casper, how's it going? Hope you guys doing well :) With Modo 801 now we're able to edit vertex normals individually. And they included a built-in edge normal hardness edit tool. All of these features require a vertex normal map, as Farfarer's vertex normal toolkit creates one automatically. Modo's built-in vertex…
Hello! Firstly, thank you so much for taking the time to read this post! I am Robby Hwang, the assistant producer of an Advanced Gaming Project (AGP) called SWARM. Situated at the University of California, we are hoping to make this game a reality! We are looking for individuals who can take up the responsibilities one or…
Apply via the SAIC Job portal at: http://jobs.saic.com/job/Huntsville-3D-Character-Animator-Job-AL-35801/15560600/?utm_source=j2wmap&refurl=http%3A%2F%2Fjobs.saic.com%2Fcontent%2Flocation%2F#tracked The Army Game Studio is seeking talented 3D Character Animators with experience in both key-framed and motion capture…
Thank you @SelwynPhillips I've been playing around with blueprints, animations and AI. I learned to rig so I can import skeletal meshes with my animations. For now I just did something really basic like a door to learn the general workflow but it is cool to know how to do this stuff. All my previous animations ware made in…