Finally released this toy app i made with Commander Keen. Its a funny Toy for kids as well as for grown ups and their inner child. ;) What makes it unique is its heavy use of ragdoll like facial physics and the direct interaction with the Monsters head and all its facial features. Here is a video showing it in action:…
Are you a badass Unity/Unreal programmer? Do you like 90's fighting games? You could be a perfect match. I have secured rights with a major publisher to re-make a beloved (INSANELY) popular franchise. The catch? I need to find a programmer who loves the game in question. All will be revealed with signing of an NDA. You…
We have a vacancy for a 3D environment artist. This is a paid, in-house permanent position within our offices near Edinburgh, Scotland. Responsibilities include: · Making high quality environment art · Being creative and technically knowledgeable · Ability to work with other artists with a high degree of self-motivation ·…
Im currently working on a game quality character and I'm in the process of blocking out the low poly in Maya. (I know, it would be easier to start in Zbrush but I'm a creature of habit) What I'm curious about is the character will have rips and tears in parts of his costume. Now for low poly I could just use a transparency…
Hi guy's, After reading for almost a complete day i am still at lost on tessellation performance issues since many threads on various forums seem to indicate that tessellation is still a major issue in UE4. I am currently starting to work on my terrain and i was tempted to use the megascans library but as tessellation seem…
Hi all, I wanted to show some WIPs of my current learning project (mainly learning asset creation), a temple scene rendered in udk (because I haven't tried UE4 yet, learning that will be my next project). Started by creating some assets and kinda liked the idea of glowing mushrooms/plants, so I am going for more of a…
i think you'll likely end up wanting to break it down into reuseable pieces so that only things local to the player can be loaded as needed and also so you benefit from instancing, however since you already have complete models that are organized a certain way, I think it wouldn't be a bad idea to drop those in your game…
Ah, I see. It wasn't clear if you needed thickness for a point in your workflow or something else. Usually you only have thickness where you need it, with a small amount of lining in areas like cuffs and the bottom of coats to keep the player from spotting culled backfaces. It's the same principle of deleting parts of the…
Have you looked at tesselation or paralax shaders? that can help you get depth or fake geometric depth on a flat plane. You could potentially use a height map you made in SD and displace a tesselated plane with it to get some geo depth and not use a more expensive shader on there at runtime (if that's even your target), or…
no... The "exporting nightmare" is a product of CryEngine being targeted at studios and not the general public. If you're in a Crytek studio, or a studio that only works with CryEngine for their games, then actually all of these issues largely disappear. You'll have support from Crytek and will likely have source access to…