With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Thanks Eric . Did they publish any details about that batching ? i assume the sorting of gazillion objects with alpha blend could still be a a bottleneck. I am trying to figure out what way would be less FPS hungry: individual billboards vs static geo "cards" in X or Y shape combined in bigger groups + lods. A grass for…
Manual UV work is always going to yield superior results, whether unwrapping or packing. That auto-unwrap feature is just like any other 'flatten by angle' algorithm. It only goes so far, but if it gets the job done and ships with no complaints then happy days. It's a case of picking and choosing your battles. It's like…
ending was very facepalm american-y (though what you expect) Bananas game though, great stuff. Can't believe all the moaning about uhhhh all the assets have the same shader Never stopped me having fun and noticing it was a beautiful game. Such a non-issue, and tbh I didn't notice it. Materials read correspondingly. edit:…
Good to know, thanks. I come from a physical clay background and am used to blocking a shape out looser before details. Zbrush still feels very unintuitive and I'm possibly taking tips from the wrong sources while working a little blind. It's on 128 with dynamesh. I'll try it lower at this stage in the future. Did you…
Alright here it is: https://youtu.be/tjAEcof0RaI I simply added the same thing to the lamp material too. The bounding box is the weight, this will work in your case too, as they are one actor. Its also used as the coordinates of the noise, but its made very big, so it distributes a very small area of the noise over the…
Guys, thanks for the advice. You are absolutely right after decreasing the normal map intensity and fixing issues with y-axis sense now the textures look much, much better. Here they are below (although the scene still won't win prizes...consider it an alternative to the traditional materials sphere): Anyway, we've updated…
Erm, I dunno if I had a bug or what, but you still get the indicator... The difference is that on normal, you get all four icons appear with three greyed out except for the button as well as the little icon above the enemy head... But on the hardest mode you never got the logo over the head or the three grey icons, instead…
+ Base photo textures sans dirt and grime, which I'll be adding tomorrow + Illumination on windows is a flat color for now, making it look window-y will also be tomorrow + Thinking about doing a different plant that has a curve to the plane instead of being just flat, may fix the problem of the terrain looking flat + Any…
Could you pass this news onto any Games Designers who might still be looking for work? Senior Lecturer in Games Design, University of Hertfordshire School of Creative Arts £35,938 to £45,486 per annum Job role details - https://www.jobs.herts.ac.uk/pls/cor...ay_apply_ind=Y A link to our Polycount thread…