Well no it's not it, i am 95% sure what we are seeing in guilty gear is actually just hand touched up light maps that are swapped per pose. (i say just but that is still f**cking awesome) With shaders and multiple uv's its something that is achievable in stock udk i think. This is a novel solution to doing it real-time…
...I had thought about sticking around , but there's a bit too much stuff I need to get back an get stuck into... ..don't know if you've sorted out you accommodation Emil, but there's a heap of us staying here: http://www.downtownbackpackers.co.nz/ ...also if anyone is sitting on the fence about whether to come or not…
man that some awesomeness, I have a big fat polied model to render, and xsi is driving me nuts these days so I'll definitely have a try at it !!! will give feedback asap, I'd be happy to provide models too. thanks again man, this prog seems to be already way better than 95% of the ones available to me right now. thanks a…
Sure, it happens. We have a 3 month training system, to get new hires up to speed. It's not a common thing in game dev, but we need it for our purposes. We "graduate" about 95% at the end. Anyhow, yes some people just don't cut it. And you try to find this out as far in advance as you can. But nothing is final. Why do you…
I was thinking winter/ice heroes would be cool, but there's only 5 of them in game right now and only 4 of those are available for items. I like the idea of doing misc slots or any slot that isn't weapon/offhand/head. It'd be cool to have crates branch out to more interesting items than just weapons and helmets for 95% of…
Hello guys ! Some news here, I did 95% of my retopo here : I'll do UV maps and start baking ! And then, it's time to texture !! I'm busy this week so the texture part will start next week ! I'll record and do a timelapse I guess :) Wireframe Hard edges - Just a test~ Thanks for stoping by and see you next time on Twitch !
Progress halted to a slower pace than I expected, still bumbling away at what I can. Interior is about 95% there in terms of assets. Just need to start adding details on details now. I also started the exterior, I'm not great when it comes to doing outside areas so this is going to take some more adjustments until I like…
Tidying up some parts on my diver character, wanted to get all the work I'd done on her nice and condensed down onto a few spreads, so here they are... This was done 95% in procreate on the iPad pro, and then I took it into photoshop for the "keyframe" illustration. I could probably have still done that all in Procreate,…
Yes and no, I use the number keys on the keyboard to control opacity when I need to do a smooth gradient or darken an edge but I'd guess 95% of the time I'm painting at a fixed 80/90 opacity and sampling off the canvas. Not sure why that'd be a big deal :0 if you have the brush tool selected holding alt will color pick so…
In xnormal there is an option to disable backfaces when rendering ao, this fixes the "shadow around the floater" problem by about 95%, you'll still have to manually do a few tweaks, but in generally it saves a LOT of time. I think you can do similar things in max by disabling shadow casting and enabling backface culling on…