The Staffordshire course is genuinely pretty reasonable - but at the end of the day, a degree in games is pretty much useless. Degrees do not get you jobs in games, portfolios do. My advice is simple: 1) If you are capable of self-learning, there are much better ways than spending 3-4 years at University and racking up…
I just specced out a faster setup for £900 on pcspecialist.co.uk Chassis & Display Optimus Series: 15.6" Matte Full HD LED Widescreen (1920x1080)Processor (CPU) Intel® Corei7 Quad Core Mobile Processor i7-4700MQ (2.40GHz) 6MB Memory (RAM) 16GB SAMSUNG 1600MHz SODIMM DDR3 MEMORY (2 x 8GB)Graphics Card NVIDIA® GeForce® GTX…
Metalness is just a constraint on specular values because artists got easily confused in the beginning. It's honestly totally unnecessary now, IMO. Internally (in a shader) it's another way of doing specular. There is no such thing as a colored metalness map. That's the whole point. It replaces specular with whatever is in…
Finally, After months of delays and pushing off the release. I have decided to release 1.1 of my TPP shader to the public. Unfortunately, I was not able to fix the normal map issue for the time being. It would be nice and I hope that at some point in future this will be addressed but not for the foreseeable moment. This…
hmm shouldn't it save the psd as well as making a new tga? I was using the uv toggle by funkybunnies, but yours is smaller (and therefore more efficient? I dont know :p ) Funkybunnie's one usually lags a couple of secs on the first attempt but after that, it toggles on/off instantly. Your one seems to skip the laggy first…
Hey Sergey, these tools are great ! I've used your clever "hiding layer visibility" script in the past a few times, definitely a time-saver. (by that I mean : the one relying on layer name starting with "hide " to trigger the action. Really cool for painting under lineart). Now a question for you. One thing I've never been…
Since you hooked your map up to specular power, it's a specular power map in this case, rather than a gloss map. In UDK, specular power determines the size of the specular highlight, while specular (aka specular color) determines the color and intensity of the specular highlight. You can get a good feel for the numbers…
Ok Thanks to the help of a friend, I have a cgfx which is working in FXcomposer. In maya, the result is not satisfactory yet ( and by extension, in FXcomposer too ) because of one parameter which is arbitrary for the moment. Feel free to comment and help. /**** UNTWEAKABLES: Hidden & Automatically-Tracked Parameters…
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I am opening this topic to upload any progress of my work for the assignment of Advanced Vehicle And Weapon Prototyping. The module wants me to create a giant mech based on some references and images that I am free to chose. I am currently working on the blockout and colour design and I want to share with you my path in…