I think Tim nailed it. Just isn't time. It's not any individual persons fault. Not like I am saying recruiters are assholes. But it's a symptom that gets passed down from the highest levels. Too much disconnection between the people making decisions and the people doing the actual work. So you get unrealistic schedules…
Toolbag v4.06 (4064)Win10laptop Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz 2.30 GHzRam: 8.00 GB64-bit operating system, x64-based processor Hi! Trying to paint opaque albedo over a toolbag material. Placing the paint layer under the material layer knox out the paint layer and when the material layer mode is multiply paint…
Hello again Polycount, some time ago I made a website to teach about the basics of UV mapping, there is two pages of content about the basics and there is a third page where you can unwrap primtives in your browser with a scoring system. https://uv-game.com/ It also works on mobile but it depends on the capabilities of…
We are looking for more members to help us develop Aether. It's an MMOEXG. A new Genre in the gaming community. Here is the GDD:(Game Design Document) Aether The ideas behind an alternate reality Introduction Aether is a unique perspective depicting an alternate history on a planet where the four elements fight a…
i don't use beta/experimental, use latest drivers for everything, i use geforce experience suggested drivers/config per game, and have had no system issues this year.
Retopology just works for me, with minimal intervention needed. It’s also nondestructive. On the other hand, zremesher allows you to use guide curves which is super helpful in some cases. Why don’t you try it out and see for yourself? Use the same mesh in both. They’re both pretty easy systems to learn.
you need a mesh - on import of a skeletal mesh it creates a skeleton asset that contains the bone information and a skeletal mesh asset that contains the mesh and the skinning information. it's not especially intuitive but its a decent enough system - very flexible at least
Hey @Scotty_Did_Does There are a few ways you can handle this but I will explain the ways I know. Firstly will this be intended for game engine use? If so the easiest solution in general is to have a "Weapon" bone on your actual characters rig, located at 0,0,0. Since this gun looks very simplistic a weapon rig won't be…