Ghostly Horizon – Stylized 3rd-person multiplayer competitive spellcaster on spherical Worlds. Progress: Development has been active since March 2017 with online alpha-testing on its way in less than 2 months. Beta estimated for Q4 2017 and early access in Q1 2018. Gameplay: A lot of focus is put into co-operation and…
Hi polycounters, More or less my setup for 3ds max 2017 with python is: Visual studio Code (with python, MaxScript plugins and MXSPyCOM connects to 3ds Max) Pyside 1.2.2 Qt 4.8.5 (With QtDesigner) Actually create a python script ( based on Drew Avis in Max Docs) with simple things, yesterday works more or less by now when…
Only now that I have been in the market for a new machine have I realised what a confusing mess this Intel iSeries of cores is. Can't get a single straight answer on the net! You would think that i3 is the worst, i5 is the middle ground and i7 is the best. But apparently that all depends, and an i5 can be better in one…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Chapter 1: https://polycount.com/discussion/208918/ray-marching-chapter-1-the-very-basics-and-all-about-the-clipping/p1?new=1 Welcome to the second part of the ray marching tutorial series. If you've seen the first part, you are already familiar with the idea, so I won't go into much details regarding the basics. Lets jump…
Bored with the current gametypes? Searching for a challenge? Are you a (semi) professional animator, 3D engine specialist, UI-designer or programmer? Project Stealth is a new game in development based on the SAM gameplay. <u>S.A.M. Stealth Action Multiplayer</u> Working Title: <u>Project Stealth</u> =>visit us at…
Thanks @WadeWT , that gives me a lot to go off of. I don't know nothing about writing shaders beyond basic work with the UE4 material node editing (which I guess is just visual shader scripting), but maybe with a few weeks of research and experimentation I can come up with something decent. Maybe that is totally…
Sorry about that btw. It was my fault for assuming you (or anyone else for that matter) would know what to do with the code. The deeper I get into coding myself I forget what's "common knowledge" and what's not. I guess it goes without saying even though it's probably obvious at this point, but I'll mention it anyway just…