I wonder why you're using the Auto Smooth option in Blender? That would seem to be overwriting the incoming vertex normals? About synching: The glTF specification says renderers should use MikkTSpace tangent space with the OpenGL X-right Y-up convention to render a model with normal maps on it. Which means the baker needs…
On saturdays, my girl and I spend a little time together, dinner and a movie type thing, to relax from the work and school weekday stress. Today we decided to catch a movie...an early showing in fact. Cheaper that way. Then a quick luck at a local pub. After that, my plan was to sit my ass right here and do some hardcore…
I'm feeling exhausted, useless and miserable and having absolutely zero success. I was attempting to create a live mirror by following this tutorial: [ame=" https://www.youtube.com/watch?v=KfXsIneeIHk"]Mirrored drawing in Adobe Illustrator tutorial - YouTube[/ame] so as to create my own reference image to place in the…
*incoming quasi-blog post* So I've felt pretty inactive around here the past couple of weeks, but for good reason! After being together for over 6 years Gail and I are finally about to tie the knot! Hizzah! Needless to say, I'm pretty stoked. Nervous. Stressed. Happy. But above all else.. excited. It's been a long time…
Responsibilities: * Work closely with the core Design Team to drive the creation and refinement of game designs. * Coordinate with Design Team members and the Producer to help define scope, schedule design tasks and meet milestone demands. * Perform ongoing design to iterate on, improve, and flesh out the game design…
Created a base by loading an OBJ, matID map, normal map and AO and linked some materials. Result: (The color coded materials are the ones specified by me in the MatID map) A former colleague suggested it might be due to the file format and extra channels (alpha), saying I should go with PNGs instead. And so I did, but I…
This is a tech demo that Belltann and I have been working on here at Fatshark, along with Bitsquid. It is a tech demo for the new features in DX11, shown in the new Bitsquid engine. The primary focus of the demo is to show of hardware tesselation aswell as improved DoF. I was responsible for creating all environmental…
Hi guys, im having a really annoying problem here. Im trying to make my metal material not look like plastic, and for that i really need some reflection in there. Im running latest UDK in DX11. And yes im not using image based reflection, beacuse i have no idea how that works. Anyhow im doing it classic way and this is…
Landslide Games is searching for multiple talented, team oriented persons to join and contribute to our team's projects, We are a team of 15 developers, primarily veterans in the fields of Video Games, VFX, and Programming. These are remote unpaid positions with the possibility of becoming paid after publisher funding is…
Since my idea for new career adventure mode will necessitate larger maps, I wanted to make sure I'll actually be able to do the work in a reasonable timeframe. So I setup the landscape materials, setup foliage procedural spawners, and am satisfied enough with how it looks and how much time the workflow will take to…