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…
Hi all — I’m developing a custom 3D framework inspired by sixth-generation console visuals (think PSP / early PS2). I’m looking to commission two clean, animation-ready humanoid base meshes — one male and one female — that I can use as the foundation for clothing and character variants. Project Overview The meshes will…
🚀 NACK — Mobile Real-World Capture Tool NACK is an offline mobile tool that transforms real-world surfaces and objects into digital data. Using only a smartphone, NACK allows you to capture textures, surface detail, depth information, and material properties — and instantly turn them into usable digital assets or analysis…
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…
Thank you for your time! The spikes are either going to be large Horns ( maybe from some mythical sea beast ) or some wooden spikes ( both to convey a warning that this place is hostile to visitors / once was ) Id like it to feel in disrepair, that maybe there "might" be a soul inhabitant. however they are no where to be…
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…
About me: Hi, I'm ElvenSlayer. I'm a new developer looking to develop and release my first commercial game. I have been doing work in unity for a few months now and I specialize in the coding aspect of game development. I'm not going to lie and say I'm perfect and have all the skills to program the next Witcher but I am…
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…
-Coding/coding for games -Learning 2d 3d arts -Maths -Video games -Reading novels (right now its R.A Salvator Forgotten realms: Homeland (legend of Drizzt) -Writing story lines. -Cooking on very very very rare occasions. -Listening to music (medieval times) -Learning about Medieval times. Helps one to combine his/her own…