Snapshot Games was founded in 2013 by award winning game designer Julian Gollop, best known for his work on the original X-COM series. The company’s first title is the critically acclaimed Chaos Reborn, published in 2015. Currently, we are developing Phoenix Point, the spiritual successor of the original XCOM. We are on…
Snapshot Games was founded in 2013 by award winning game designer Julian Gollop, best known for his work on the original X-COM series. The company’s first title is the critically acclaimed Chaos Reborn, published in 2015. Currently, we are developing Phoenix Point, the spiritual successor of the original XCOM. We are on…
Hello everyone. I recently followed a tutorial for Zbrush and made a HighPoly knife. I decided to push this prop even further and made a LowPoly, baked it and textured it. Unfortunately I ran into a problem i cant solve myself. PLEASE!! I appreciate any kind of help. :'( As you can see there are some smoothing issues on…
Senior Lecturer: Digital Animation - University of Hertfordshire - £35,298 to £45,941 Here is the job post, closing deadline for applications: 28-Jul-2013. This is a full time position. https://www.jobs.herts.ac.uk We are seeking an experienced individual to join our world class digital animation and games team, to…
Hello Polycount! I've been lurking on your forums for quite some time now. I've been playing with some tools for about 3 months now and I was wondering if you guys should help me out on where to start and maybe point me towards some references that i can use to aid me. I'm fairly comfortable in UDK and CE3. I'm learning…
Recently, a coworker posed a question to me: "How do you pass the player position to a material in UDK?" "Well, couldn't you just use the CameraWorldPosition node? The player and the camera are so close together the effect should be enough, right?" replied I. "That could work, but I want to do a far-back third-person…
Hi My name is geX and I am a mapper for an unofficial Doom3 expansion pack called Doom3: Phobos. We've been working for roughly a year and a half on this mod and to make a long story short we've had the worst luck with finding character modelers. We're looking for one or preferably a few dedicated modelers who would like…
I'll make an example that hopefully clarifies what is happening: For simplicity, your timeline is linear going from zero to one in one second. Let's assume you have 4 frames per second, the rotation values you get from your timeline will be: 0.25, 0.5, 0.75 and 1.0 add them all together and you get a total of 2.5. Let's…
Ok, so 2.5 D seems to solve the issue of the verts snapping to the world center but its still not as good as snapping in 2010. I wasn't using the center green circle of the transform gizmo because if I select two verts, that green circle will appear in the middle of said two points and is NOT aligned to the grid itself. So…
As for the alpha problem... remember that cutout transparency is very cheap. With big enough textures it looks like normal geometry. If you stay with blended alpha (transparent or fade) you can run into sorting problems. (There's a workaround for this in some cases. Enter 'debug' inspector mode and change the render queue…