Hi everyone! We're currently recruiting a programmer to work on DoubleX! The concept Core concept: The game is first person two player co-op game. The two players are marooned in a city, and will need to traverse the dangers of the abandoned city and discover a way to escape it. Each player can see specific colour…
So after using Cryengine for a bit it's come down to the time where I actually want to make something substantial out of all the modeling tutorials I've been through and actually make a game. Due to the lack of coding tutorials, various bugs, and the licensing problems on CryEngine I've come to the realization that UDK is…
I go one step further, and type some code that produces a teapot automatically, and the teapot in turn generates and runs its own code. Then I go and make a coffee, and when I come back, the teapot has produced whatever I required.
My simple explanation: Lambert1 is the default shader in Maya. Its node is hard-coded into the shading and particle engine, and its not like regular shading nodes. You can see this yourself in hypershade. Select Lambert1 and hit 'input and output connections' or >> . You'll get two nodes branching off, one is…
Alright so...hmm, where do I even start with this I am realistically (not counting my chickens before they hatch but I still have to set things in motion regardless and think about things) facing a move due to a potential new job (cross your fingers!) It's a great opportunity, a dream come true, and I couldn't be more…
I'm just wondering if some of you have the same issue as me with Max2012. (it worked fine in 2011) I set up a keyboard shortcut for the TV element mode toggle... but for some reason it doesn't work in UV edit window. I already try with toggling "Keyboard Shortcut override" to no avail. What i noticed on the other hand, is…
Hi everybody, this is a relatively simple question, but I'd appreciate some feedback or techniques on how resolve similar problems. Here is a simple flashlight model with temporary baked normal map: Looks quite okay, still learning no remove problems related to padding and visible tiny seams, but here is the main thing.…
With a slider of number of colors? A node that would output two things : A pallete and a grayscale representation of indexed colors ? Sometimes I wonder why we use true colors RGB textures for the base color while typical albedo/base color texture is 10-15 colors at best. Or is there a way to import those things from…
This. I would all for at at first thought but how many actual code programmers are there coming here? Programmers have their own sites to discuss codes imo...And i even doubt this forum would make a successful bridge for both worlds to understand each other's work...
I don’t think it comes in 24gb, just 16gb. Which should be plenty for 3d art and modeling. It’s sometimes nice to have some kind of constraint rather than like unlimited resources so that you know that what you’re building is also optimized as well.