thank you @Fabi_G foliage is always getting iterations as I kept some areas more fleshed out than others (for the purpose of the demo), an overhaul is coming up @sketchem I think I will do a decal set specifically for building walls where they meet the ground and some debris to line up. the landscape painting and grass is…
Hi everyone, I'm coming over to Malmö for the weekend of the 2nd of August, and in order to get some value for my traveling costs, I figured I might as well try and get some devs together :) The idea is to put this on saturday ( the 2nd ), anyone interested?
So, I did the high poly sculpt, exported that as an OBJ, made my low poly and UV'd it, also exporting it as a .OBJ When I put everything in xnormal, this comes out: If it's any help, the high and low poly look like this: halp plz
Well I just read another article: http://www.gamesthirst.com/2011/06/13/hacker-group-hacked-into-bethesda-weeks-ago-promises-to-embarrass-the-firm-soon-demands-skyrim-details/ http://www.examiner.com/ps3-in-chicago/hacking-group-lulzsec-plans-to-attack-brink-players…
Hi Guys, I haven't found anything on this yet in the forums, so I was thinking I might post it. I'm currently working on my final project for my Bachelor and I have run into a problem... on the UE Aks Forum thingy nobody answers, so I thought I might ask here since you guys are a lot more active. Now to the Problem: I have…
Full-time 3D Artist jobs@s2games.com We are looking for a talented and motivated 3D artist to join our core team. The Artist will work directly with the founding members to develop assets for our newly announced title Savage 2: A tortured soul. Savage 2 is a ground breaking meld of Real Time Strategy, First Person…
found the fix for the sdk function.... seems it's a thing with editable mesh interface i.e. when it's being edited so you have to enclose your code with.... MeshDeltaUser* mdu = (owner) ? GetMeshDeltaUserInterface(owner) : NULL; if (mdu && mdu->Editing()) mdu->ExitCommandModes(); ...... if(mdu)…
I'm playing around in Alchemist. I have some materials stacked and blending, and I'd like to rotate the topmost layer. Is there a way to link the transform node to the topmost layer so it doesn't globally rotate the whole material?