ok, heres the deal. im trying to get the transparency shader working for one of my character model's hair. and it does. to some extent. here is the current shader: <font class="small">Code:</font><hr /><pre> models/players/sephiroth_jacket/hair { cull disable { map models/players/sephiroth_jacket/hair blendFunc…
Dev Update #5 Additive Animations For Everyone! A big keynote for this week was figuring out a huge feature for utilizing additive animations. Aside from that everyone else on the team kept trekking along for their weekly updates. We also brought on several new concept artists and other developers to bolster our…
Hmmmm, There are a lot of problems i see with the models. For starters you got some really poorly modeled geometry. I really don't quite know how to explain everything. I would study some other gun wireframes (i'm sure you can find many good examples on this forum) and see how their wireframe looks. There are a lot of…
This is awesome, love the diorama, and the direction you're inspired by. I searched this game and found what I hope is a representative image: This game looks really cool, great inspiration! It's important to note that this uses lighting and post-processing to change the "look" of the assets. I think they are using PBR…
Lead Environment Artist Jagex is looking for a talented, self-motivated lead environment artist to join us at our multi-award winning studio. The successful applicant will be managing a team of environment artists; collaborating with a highly creative team of industry experts; working on our flagship title RuneScape.…
Hi! Don't know what happened when you beveled the edges. If you did so using modifiers, I would double check the result in Unity or reimport the export, to make sure UVs didn't get messed up. Attached you find two examples illustrating what I meant previously (another loop on flat area, then have lightmap wrap around…
Curious how this might work in a game engine, with the sorting limitations. Can't afford depth peeling in most games for example. But loving the exploration, this is where discoveries are made!
Aaaah, feck it. EDIT: OK, so this is the question I have now, why don't people create the correct tangent 'bakers' for their software before releasing it? It doesn't make sense, atleast make the information easy to access so people know. I just found out today thanks to EQ that UDK is NOT synched with anything except Max's…
I have to say the biggest thing as a community I ever see as far as getting people to budge/ work together has been hard competition. As pixelmasher said On the opposite side of the coin we see alot of artist who act like they dont know there bad ass, post a few beauty renders, and then every kid from hobbiest to AI post…
I think one of the main atributes which seperate computer-games from other kinds of media is the interactivity. No matter what kind of game you play, you always have choices to take and interactions available. For the field of story-telling I'm missing the fact, that my interactions in the virtual world really reflect on…