I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
Hello. I am mess110 also known as forsak3n on some boards (not gfx boards) I was directed here and told that i could get some help. I am working on a 3d game and i need a skinner and animator that would work with me on this project. I will do the modeling and coding but i am not very good at grafix. I model in maya 7 but i…
Assuming you're doing things yourself, I'd recommend Unity. Its much easier to rapidly iterate a useful product even if you're "doing it wrong". UDK and Unity are both highly capable, but they each are a different philosophy of "how to make a game". Which one resonates with you, and what your end goal is, will determine…
Recently, I've found HTML5 to be a better option than displaying loopable animation gif files. (Smaller sizes, increased resolution) Would html5 video links from other hosts be supported? (i.e Gfycat, your own server, etc). When pasted, they appear as a text link rather than a video. Maybe I'm just inputting the wrong…
I'm experiencing a strange bug that makes working with OpenGL Core profile impossible. All text inside viewport simply disappears and is replaced with tiny dots (attachment 1). The only way to work with maya 2016 - is to roll back to the standard OpenGL or DX11 mode. But in this case I get many other problems like…
Coming to UE5 from UE4 and have a few questions regarding modular sets and nanite. If I have an exterior building wall set that is going to be brick, is it better to use a height map to displace the mesh in ZBrush/Blender, then use nanite on those modular pieces? Assuming it would be a bit more work to get the modular…
Starboard Games LLC is an indie gaming studio comprised of highly professional and friendly people. We are looking for talented and dedicated artists and programmers to join us on our project INT (www.int-game.net), a Sci-Fi RPG with a strong emphasis on exploration, dungeon crawling, character customization and…
Hi Polycounters, This is the first forum I'm posting this info :) We've been working on a platform called FIGURAMA, that will allow 3D Artists to do this: * Create Interactive Experiences without coding (in Unity game engine) * Monetize their experiences by publishing them directly to the Audience (using our universal app)…
Ah - cool to hear that ShaderFX is helpful! You can set the blend mode by selecting the standard material node and then choosing the blend mode you want from the drop-down box on the right that's labeled "Blend Mode." If you're making a custom FX shader for your artists to use, I'd recommend using three separate techniques…
You will need to create multiple text node node and blend them together with multiple blend nodes. If you have a grayscale text node, then be sure to change the blending mode of the blend mode to something like "add" or "max".