In regards to programming, I'd REALLY caution you to think about what major you want to go in for. Here at USC at least, being decent at CS is a rigorous matter. One of the artists that used to be on Core Overload was a CS for Games major by trade, but wanted to be an artist. Time not spent working on his 3D art was…
Thanks everyone! tingham, whoa! I probably wouldn't bother with the scripts if I knew something like that exists! But in the end I feel like that was a nice math exercise for me (at least I think I understood how to use functions properly :D ) lloyd, I totally understand: I have the same with other toolkit which is a…
There are different levels of work that go into creating it on different platforms, especially in our industry. If I buy Lego Star Wars for the DS, I should have to buy it again for the 360 or PC. Different game, made by a different team, entirely different bar codes and inventory items, different production costs and…
MagicSugar: Honestly, are you an ignorant short-sighted child? This is a simple list of some of the most recognizable names in the industry. The ones who build the solid foundation for what we know of the game industry today. You may think, "well, what about all the people who did all that hard work and overtime?" The…
I'm curious to find out if it's possible to vertex paint nanite meshes. I've come across a few YouTube tutorials, but I haven't seen any official guidance. Can you do it, or is it not recommended?
I cannot quite visualize what exactly you want to do, but generally, Substance Designer offers many different warp/distortion nodes some of which accept grayscale masks to influence warp strength, direction etc etc. Since you can create filters and generators for Painter in Designer, you can leverage these nodes and…
malcom, I can only think of a couple of props that dont use this method in UT ;) Jerc, thanks for the answer. Is there a way that you can add that functionality directly in Painter itself with a "add additional material" button, without the hassle of having to modify code? Our character artist was trying to add extra…
It lacks a lot of basic features that you have to put in yourself. Things like platform jumping, it doesn't give you much control over game mechanics without delving into the source code. Its material system is lacking. The animation editor doesn't even work right. Melee is pretty much impossible to implement without a…
Hello guys! Since the free for Unreal Engine release of the Quixel Megascan library and softwares i found myself importing and processing a lot of assets in Substance Designer before importing them into Unreal Engine so i wrote a plugin to automate and speed up this processes by using the Quixel Bridge Export feature to…