Position Information Title - Terrain Modeler Type - contract position Starts - immediately Duration - 6+ Months, with opportunities for future contracts Time Commitment - to begin on this project, a minimum of 30 hours per week is required Compensation - competitive, depending on experience Software Required - 3D Studio…
UE4 Developer Visual Purple is looking for a UE4 Developer for full-time on-site
work at our San Luis Obispo, California office. This is a staff position. The ideal candidate would have experience working with Unreal
Engine 4 in creating compelling gameplay elements and design, blueprinting and
coding experiencing, and the…
Multi-Player Online Western FPS Team name: Scryer Games Project name: Wild West: Gunslingers & Outlaws Brief description: Wild West: Gunslingers & Outlaws is a Multi-Player Online Western First Person Shooter using the Torque Game Engine. Scryer Games is implementing some unique ideas such as Random placement of buildings,…
I have a Lambert material with my TGA texture applied to my model but the Alpha is making it transparent. I use the Alpha to store a spec map but I don't want the diffuse to have the alpha channel applied. The transparency slider under the colour option is greyed out so I can't change it. Is there a way to disable the…
I tested out the lovely foliage planter function in UDK, and now unfortunately, I can't seem to delete it off my static mesh with CTRL/SHIFT! When I select a single mesh to apply the foliage to, it plops the foliage all over the map - is foliage assigned to the mesh you have highlighted, or is it applied to the whole world…
I'm learning the basics of 3dsmax poly modeling. I want to apply the soft selection falloff only for x , so if i selected a vert in the middle of sg, the falloff would only apply to the vertices on the left and teh right. Hope you can understend what i mean... I'm not sure if its possible.
So my normal map will have basically 1 face of the square baked on it, and then I will offset the other faces by 1. So when this is applied to the object it will be applied to all 6 sides. Should I still use some edge padding when I bake? Am I understanding this correctly?
Is this UVW being applied to the hi poly model? How many polies is there? Are their any modifiers also applied to the model? Does the model have more than one UVW modifier? Is the UVW set to Map Channel 1? Are they merged as one object, or multiple objects? Could we get some pictures? :)
How does the circle break it? Identify repeating parts, turn them Into modules, fill the gaps with unique geometry apply some vertex/mask based blending, do some fiddling with shaders to apply some more variation and you're done . Plenty to get your teeth into, none of it's rocket science
Hello @Pangahas, thanks for checking in. Its actually nothing magical. I just take the lighting, and apply a ramp with a few points on it. This gives me the main cell shading. Then I apply the diagonal lines on the shadowed pixels. There is also a subtle outline using the classic post process based method.