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…
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…
This is how your item should look in the thead when finished *Items with images bigger then 200 px and/or missing the name of the contributor will not be accepted till fixed Quote: SET NAME by USERNAME PHP Code: /COLOR][COLOR=#0000BB]SIZE[/COLOR][COLOR=#007700]=[/COLOR][COLOR=#DD0000]"4"[/COLOR][COLOR=#007700SET…
Okay haters gonna hate, but ill say it anyways : for pure sculpting, Mud is just better anyways. Perspective in Zbrush is weird (even in persp mode) and the overall shape perception is confusing. You'll often notice Zbrush users working very close to the surface of their mesh instead of getting a clear view of the whole…