Statement, a creative post-production house based in Barcelona, is currently looking for a Senior Generalist TD to join our team as soon as possible and for a long-term contract. The Senior CG Generalist TD is a methodical and technical professional with demonstrated experience across a broad range of CG skills.…
The security room environment in Unreal Engine 4 is a testament to immersive design and attention to detail. From surveillance monitors to intricate control panels, every element is meticulously crafted, creating a visually stunning and realistic atmosphere. A perfect blend of aesthetics and functionality, it sets a new…
Ghostly Studios is seeking a Technical Artist for a full-time position located at Quantico, VA. with full salary and benefits. A relocation bonus will be provided. Responsibilities: The Technical Artist will be responsible for general coding, shaders, and building and integrating tools and third party plugins. The…
Building a game world in max is the same as building any model. Some engines support direct geometry modeling for the levels, like Oblivion. Some require BSP based subtractive CSG modeling, like Quake 3 or Unreal. It's really engine specific. If you want to model game worlds, pick a game thats moddable, and learn it. 75%…
Hi Everyone! We’re currently looking for an animator to create cinematics/trailers for our upcoming horror title within unreal engine 5. If you feel you could be a good fit, please send your portfolio to hello@weforgestudio.com Cheers, Jay. Weforge Studio - Sydney, Australia.
if your alpha is a separate file and your engine allows separate alpha file (UE3 does iirc) then you're fine, but some engines only support alpha from the diffuse alpha channel, so it can be a case by case scenario
engine specific. maybe systems will be sorted, maybe all the particle quads will be in one big fat sorted buffer. In any case I have to this day never worked with a perfect system. :) what engine was it you were using by the way?
what game engine are you trying to get the models into? if its; source which im assuming you need a smd export than you need to write a qc and use source sdk to compile the smd's to a mdl for the game engine.
Nevermind... It appears that the physics engine did an awesome job at handling collision! physic engine developer diary [ame="http://www.youtube.com/watch?v=mURRnicdNDw"]Fight Night Round 4 Exclusive Producer Doc: Physics - YouTube[/ame]