SONY ONLINE ENTERTAINMENT Position Title: SOE-1114 - Server Programmer Location: Seattle, WA Sony Online Entertainment produces and distributes online entertainment targeted to mainstream consumers and game enthusiasts and owns and manages http://station.sony.com, one of the leading online entertainment networks. SOE also…
We are currently looking for a C++ programmer to help with, project based, freelance coding. This current need will be to pass .LIB files through our game engine's C++ API. All code has been created and works perfectly in a custom written OpenGl renderer. We now need that code to render through our newly licensed game…
I'm hoping to find some experienced folks who have time to look at this model to see if there are problems that will prevent it from functioning. Then I will resolve them as best as I can before releasing it into the wild. An unusual characteristic about this model is that it flies while running. At a constant elevation,…
Little modeling progress, but the entire rig is complete. Final controls allow it to transform from recon mode on the right, to escape mode, where the little guy bundles up and zips off with the intel he's acquired. I have about a week now that I'll be able to dedicate towards only finishing the high poly modeling on my…
Hi Arsh This is what the pack fixes and as you can see each fix is proceeded by the service pack number that fixed the problem: Heres the SP3 fixes only: Added entries in the .ini file to be able to set TCB default values for the different Biped key types (SP 3). Lag with Select by Name dialog when Cloth is used with…
Hi to all and sundry on the Polycount forums (love the banner, by the way), Honestly, I've never gone looking online for talent before so you'll have to excuse the roughness of this post. Although I'll try to answer questions as well as I can. I'm with an open-source project called TremZ, to develop a game of the same…
Hi, I would like to know which mode should i use OpenGL or Directx in Viewport 2 in Maya 2016 extension 2 for Quadro K4200. And if openGL then which one OpenGL Legacy or OpenGL-Core Profile(compatibility) or OpenGL-Core Profile(strict). I am using WIndows 10, 32GB ram, AMD FX 8350, Quadro K4200 and SSD. Any information…
I know it's not realtime, but maybe someone has this info here. I can't find it elsewhere and the folks at the Autodesk forum aren't much help. I'm wondering what R/G channel directions Arnold expects by default for normal maps. It comes with two check marks in the node flipping whatever it's expecting to come in by…
Thank you for your feedback, I appreciate it and see where you and Lucas are coming from. Following this advice as well as some other critiques I have been given outside of this forum, I have decided that I will rework the core assets to that there is a clearer distinction with the assets and not such a 'blocky'…
Could be a conflict between normals set to Open GL and DirectX. Make sure your material and the nodes are all set up to the same. Another possibility is that you've plugged the normal node too late in the chain where you've already added a lot of surface noise. edit: also make sure you're in 16 bit mode and check how it…