i prefered aots cover system, i hated the magnetic stick system it feels much more natural to me to just run up and duck behind somethign or slide into it
Perhaps you aren't aware, Unreal 4 renders differently than Maya, using a system called Physically Based Rendering. This post here links to an encyclopedia dedicated to the information surrounding PBR systems.
I just add that Blender will remove the layer system in the 2.8 for a collection system, basically an object could belong to several collections and sub-collections: https://code.blender.org/2017/09/view-layers-and-collections/
I was just playing messiah a few days ago, and from the way it looks, it apears to be some sort of primitive normal mapping system, but given the hardware/system specs of that time it doesnt seem possible...
XnView has a tagging database iirc. You have to create all that metadata of course. Promethean AI has a neat image library system that "learns" correlations. But that's not a freely available system afaik.
The difference in the available disk space and RAM is allocated for essential system processes and functions. That way, no matter how much you monkey with it, the system will always have what it needs to function properly.
Yep, it's that time of the dev cycle, when games like Vagrant Story come out for the mature systems, yet everyone's got eyes only for the new systems and abominations like... Evergrace.
Blizzard must have some amazing Mel scripters, because it's nothing really special right out of the box. :/ Hypershader system is cool though. Node Based system = teh win
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