I do the lighting and the rest in 2 day so dont expect too much. modeling and texturing done by my friend dariush hafez. Engine: Quest3D Render Engine for bake: Turtle http://www.ali-rahimi.net/blog/geshm/geshm.exe
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Current Progress: Original Post: I recently discovered this captivating concept by Taehoon Kang. Beautiful scene. I instantly wanted to create it in Unreal Engine. My goal for this project is to improve my scene creation workflow.
Just out of curiosity. Has anyone here used IK animation in the source engine? I'm starting a mod which is going to rely heavily on object interaction within the engine and was wondering how people have fared with it before?
I made this Extinguisher for a personal environment in Unreal engine 4. Polys: 956 Tris: 1850 Modeled in 3dsMax and texture in substance painter 2.1.0 Render in Unreal engine 4. https://www.artstation.com/artwork/aO2a8 I hope you like it :)
We have all the models finished. Need help with animations and getting the models ready. To read about the engine click below: http://icculus.org/twilight/darkplaces/ To see our project click below: http://www.water-wars.net/ww.php
I am not 100 precent sure on what I should be doing, Should I build the entire level in maya and then .fbx export the entire thing? or should I build it in unreal engine? Thanks for your time.
Engines triangulate everything during import. Therefore its better to triangulate by hand to get the same triangulation as in engine. Or import and export the asset. You need this for clean normalmaps.
There are Q2 engine mods that bring it up to a better level, from what I understand Q2E is an attempt to give those engines gamedata that reaches modern levels as well.
saw the ready at dawn engine at the GDC stream... maybe interesting cause the engine is built into maya... http://area.autodesk.com/gdc/ondemand8 http://engine.readyatdawn.com/home/Welcome/Welcome.html