I'm with ya on understanding the Material Editor. It can open so many doors if you know how to use it. There are a ton of nodes, and knowing what they do is one thing, but knowing how they interact with each other is another thing entirely. It really will just come with practice. If you're lucky, the studio will have a…
Perhaps just play the Russian-language versions of the games you already do? In the past, some games have had multiple languages available, I don't know if developers are still doing that apart from the region-specific copies, though. Edit: Maybe Stalker and Metro 2033 come in readily-switchable-to-Russian modes?
great job and you're an epic modeler so you'll make it happen And the way it's going you may be finished before the Engineer update comes out :D Then reveal this as a skin pack! and submit it to Valve! they will then include it as part of a game mode if the skins are all set up! no way this can go wrong! The Engineer: the…
ok, I've slowly updated (or am I still in the process of updating?) my online folio, go here to check it out: http://www.jistyles.com there's stuff from the past 4 years. Most of it is freelance based through Liquid and in-house at Eyecandy (both great external studios!) - Still more to come as I get permission. sampler...…
Trying to come up with some solutions for proper normal blending for layering tileable and detail maps in Unreal 4. Did a little write-up >here<, wondering if anyone had a different way, or maybe thought this was incorrect. Definitely not 100% sure how (or where) Unreal recreates the blue channel after the BC5 compression…
Tactical Assault, a stand alone first-person-shooter game based on the UDK, has many open positions. Tactical Assault is going to be one of the biggest indie games ever to be released for free. These are unpaid jobs that are great opportunities for artists looking for great pieces to put in their resume. Open positions:…
Hey there everyone, So I had a couple scripting issues that I've been trying to resolve within UDK Mobile, but no luck thus far. Posted on UDK's forums but I figured I'd post here as well in an attempt to get some assistance. Wondering if anyone else has any input as to what I might be doing wrong or what I could do to fix…
If your lights cast shadows setting them up correctly will speed up your render times. 1. Try not to cast shadows using omni lights; they are equivalent to placing 6 spotlights with a 90 degree field of view. 2. If youre rendering a scene with a lot of lights dont try and set them up all at once. Use Tools>Light Lister…
Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
static batching only happens at runtime - so you wont see it in the statistics in a "non play mode" game view - I really didnt know it and started to combine meshes manually, just to find out later... but oh well ;) the frame debugger in unity5 is also quite handy to see how the final image gets constructed and to see…