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  1. Lip-syncing and believable facial expressions. I have Maya licence for 3 years, but I haven't explored this aspect yet, as I've focused on mechanistic animations so far. I was wondering if there is a specialized software outside of Maya that would make this very easy and quick. I would only need it for 3-5 characters, but I suppose I could use the exact same facial animation mechanism for all of them. If you are an experienced Maya user, I would appreciate your response even more. If the easy and quick solution already exists in Maya 2018, I would hate the expenditure of an additional specialized software(also, how time-consuming would it be if you have about 1000 words of dialog).
  2. I like to understand the basics of BSP tree rendering. I am looking to the doom source code also to understand the simplest form from the beginning. Maybe i can write a win32 program with drawing pixels and lines to see how it works. I dont know how the doom code works just by looking at it, i cant even find the part where they draw a pixel. Also intrested in how to implement your own BSP tree in dirextX, how do i use the vertexbuffer for that ? Do you need to replace all vertices from the vertex buffer for every frame ?, aint that slow ? I need if for unlimited lights, in the fixed pipeline i have only 8 light sources available. I also dont understand how you make your own pipeline ?, how does it work in combination with a video card ?, i dont wanto code asm or shader language or something : C++ only, is it possible ? Anyone has undestandable info about the simplest BSP tree or non fixed pipeline ? thanks
  3. CRYENGINE has released their latest version with support for Vulkan, Substance integration, and more. Learn more from their announcement and check out the highlights below. Substance Integration CRYENGINE uses Substance internally in their workflow and have released a direct integration. Vulkan API A beta version of the Vulkan renderer to accompany the DX12 implementation. Vulkan is a cross-platform 3D graphics and compute API that enables developers to have high-performance real-time 3D graphics applications with balanced CPU/GPU usage. Entity Components CRYENGINE has addressed a longstanding issue with game code managing entities within the level. The Entity Component System adds a modular and intuitive method to construct games. And More View the full release details at the CRYENGINE announcement here.
  4. CRYENGINE has released their latest version with support for Vulkan, Substance integration, and more. Learn more from their announcement and check out the highlights below. Substance Integration CRYENGINE uses Substance internally in their workflow and have released a direct integration. Vulkan API A beta version of the Vulkan renderer to accompany the DX12 implementation. Vulkan is a cross-platform 3D graphics and compute API that enables developers to have high-performance real-time 3D graphics applications with balanced CPU/GPU usage. Entity Components CRYENGINE has addressed a longstanding issue with game code managing entities within the level. The Entity Component System adds a modular and intuitive method to construct games. And More View the full release details at the CRYENGINE announcement here. View full story
  5. Defender

    You are a US Army soldier, and one day an unknown enemy attacked your base. Now your task is to survive and protect the base. There are a lot of weapons in your arsenal. Survive this nightmare at any cost. Download https://falcoware.com/Defender.php
  6. Dead Arena

    Hold out as long as possible in the "Arena of Death." Only your skill and the correct tactics of combat will help you survive in the Arena. Nine types of weapons are at your disposal, but remember that cartridges are limited and they need to be spent wisely. You must prioritize the position and the type of weapons in order to achieve victory. Awaiting you: - 9 types of weapons - Dynamic gameplay - Different types of opponents, with their own characteristics and weaknesses - Increasing complexity Download https://falcoware.com/DeadArena.php
  7. Hello, I just found out about https://github.com/shader-slang/slang. It's a shader language and accompanied by a library that is supposed to make it easier to work with modular shaders. What do you think about that? Here is the paper that describes the concept: http://graphics.cs.cmu.edu/projects/shadercomp/he17_shadercomp.pdf Thanks in advance
  8. Unity The Arena

    Hey I'm developing a game inspired by World of Warcraft PvP Key features: — It's not an MMORPG, you don't need to level up and gear up your characters — Many different rated and casual gamemodes: duels, 2v2 and 3v3 arenas, battlegrounds, deathmatches — Built-in voice and matchmaking without a party (if you don't want to push serious rating) — Non-targeting combat system Sign up for beta here: https://goo.gl/forms/IYSAQtiRXQVY2B192 Duels: 3v3 with bots: More videos coming soon!
  9. Hi everyone! Game Developments We apologize for not releasing the update we talked about last week, unfortunately it was a lot harder to implement the new inventory in the game and we’re also a bit sick (laughs). These weather changes are killing our noses. We promise to update this week and it should already have the new inventory and the new furniture. (smiles) The players will be in a future update. (winks) So remember how placing the new player model went? Now check out how it looked like when we tried to make her walk! PlayStation Awards Portugal I think we’ve talked about this a long time ago.. We decided to apply for the PlayStation Awards Portugal. Basically this is a competition where small game developers apply with games and have the chance of it being published for PlayStation 4. They also help with marketing and give financing to the winning team. So… what do we have to lose..? For this application we had to write a Concept Design Document, and film a trailer. Since we thought sharing the document would be boring we are going to share the video with you instead! Click here to check it out! Event Yesterday we also had the opportunity to be apart of the Lift Off - Entrepreneurs Launch Workshop. This consists in talking to business experts, marketing, lawyers, etc.Whatever you need to open a business they were there! We it was nutritious See you all next week, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames Website: https://www.faxime.fun
  10. There are studios selling applications which is just copying any 3Dgraphic content and regenerating into another new window. especially for CAVE Virtual reality experience. so that the user opens REvite or CAD or any other 3D applications and opens a model. then when the user selects the rendered window the VR application copies the 3D model information from the OpenGL window. I got the clue that the VR application replaces the windows opengl32.dll file. how this is possible ... how can we copy the 3d content from the current OpenGL window. anyone, please help me .. how to go further... to create an application like VR CAVE. Thanks
  11. About us:We are a team of 14 developers developing multiple mid scope games both are over halfway complete. We polish all of our games and focus on quality.We are a small team, everyone currently on the team and future teammates must be interested in game development as a whole and not just one role, being a small indie company it is very important that you can wear a few hats and not just one. Everyone on our team is a game dev.looking for:3d Artist (hand painting a huge plus)3d Animatorentry level Software engineer with reasonable skills in c# / shaders. ^ requirement for all positions: A true love of game development and to be very self motivated.We are a very active team, you must be too. If interested or for more information add me on skype: nicholas.boucher4Atlas Sentry art style: (art complete)(code complete)http://www.slidedb.com/games/atlas-sentryRat n Gat art style: In Devlopment
  12. Fur and Dress

    Hi there guys! Recently I found an interview with cool 3d modeler where I was very attracted by the Fur on dress that I was looking for my snow knight (like in the Game of Thrones)Somebody maybe knows how to make a fur for a dress?Searched on the forums, youtube, but the fur is obtained both from the clay
  13. Hi i'm new to this forum and was wondering if there are any good places to start learning directX 11. I bought Frank D Luna's book but it's really outdated and the projects won't even compile. I was excited to start learning from this book because it gives detailed explanations on the functions being used as well as the mathematics. Are there any tutorials / courses /books that are up to date which goes over the 3D math and functions in a detailed manner? Or where does anyone here learn directX 11? I've followed some tutorials from this website http://www.directxtutorial.com/LessonList.aspx?listid=11 which did a nice job but it doesn't explain what's happening with the math so I feel like I'm not actually learning, and it only goes up until color blending. Rasteriks tutorials doesn't go over the functions much at all or the math involved either. I'd really appreciate it if anyone can point me in the right direction, I feel really lost. Thank you
  14. Upon building a grid on the scene, how do I identity the pavement area of the road, if I build a grid on it, the grid cells will cover the center of the road plus the pavement, as in road network pathfinding, I need to separate them and treat pavement as blockers.... thanks Jack
  15. Player character WIP.jpg

    From the album Beneath the Waves

    This is work in progress art of the body of the player character of the adventure game Beneath the Waves. Webpage Facebook IndieDB

    © KJ Interactive

  16. Player head WIP

    From the album Beneath the Waves

    This is work in progress art of the head of the player character of the adventure game Beneath the Waves. Webpage Facebook IndieDB

    © KJ Interactive

  17. High poly player

    From the album Beneath the Waves

    This is the high-poly of the player character of the adventure game Beneath the Waves. Webpage Facebook IndieDB

    © KJ Interactive

  18. Oh wow! It’s been a week already?! Time flies when you’re busy with work (laughs) Here’s this week’s screenshot! This is the first clothed player we made. It’s a female character but you will be able to create male characters too. We will create a character customization system next month maybe! So stay tuned ! See you soon! (this time, probably next week) (laughs) The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames/ Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames/
  19. I have a HUGE favor to ask of you guys. Does anyone know the basic ToolLine from Maya to publishing on Steam Community? I love Google Blocks and Tilt but after using Maya they seem way too simplistic. The problem is I can't get the complete process for releasing content from Maya, or even testing myself. I know there are some expensive plugins and 3rd party development programs. I assume the best process is through Unity? I'm interested in the most cost effective way. Any thoughts on different methods would be awesome, or youtube/weblinks. Thanks!
  20. Imagine that we have a vertex structure that looks like this: struct Vertex { XMFLOAT3 position; XMFLOAT4 color; }; The vertex shader looks like this: cbuffer MatrixBuffer { matrix world; matrix view; matrix projection; }; struct VertexInput { float4 position : POSITION; float4 color : COLOR; }; struct PixelInput { float4 position : SV_POSITION; float4 color : COLOR; }; PixelInput main(VertexInput input) { PixelInput output; input.position.w = 1.0f; output.position = mul(input.position, world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.color = input.color; return output; } And the pixel shader looks like this: struct PixelInput { float4 position : SV_POSITION; float4 color : COLOR; }; float4 main(PixelInput input) : SV_TARGET { return input.color; } Now let's create a quad consisting of 2 triangles and the vertices A, B, C and D: // Vertex A. vertices[0].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); vertices[0].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // Vertex B. vertices[1].position = XMFLOAT3( 1.0f, 1.0f, 0.0f); vertices[1].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // Vertex C. vertices[2].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); vertices[2].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // Vertex D. vertices[3].position = XMFLOAT3( 1.0f, -1.0f, 0.0f); vertices[3].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // 1st triangle. indices[0] = 0; // Vertex A. indices[1] = 3; // Vertex D. indices[2] = 2; // Vertex C. // 2nd triangle. indices[3] = 0; // Vertex A. indices[4] = 1; // Vertex B. indices[5] = 3; // Vertex D. This will result in a grey quad as shown in the image below. I've outlined the edges in red color to better illustrate the triangles: Now imagine that we’d want our quad to have a different color in vertex A: // Vertex A. vertices[0].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); vertices[0].color = XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f); That works as expected since there’s now an interpolation between the black color in vertex A and the grey color in vertices B, C and D. Let’s revert the previus changes and instead change the color of vertex C: // Vertex C. vertices[2].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); vertices[2].color = XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f); As you can see, the interpolation is only done half of the way across the first triangle and not across the entire quad. This is because there's no edge between vertex C and vertex B. Which brings us to my question: I want the interpolation to go across the entire quad and not only across the triangle. So regardless of which vertex we decide to change the color of, the color interpolation should always go across the entire quad. Is there any efficient way of achieving this without adding more vertices and triangles? An illustration of what I'm trying to achieve is shown in the image below: Background This is just a very brief explanation of the problems background in case that would make it easier for you to understand the problems roots and maybe help you with finding a better solution to the problem. I'm trying to texture a terrain mesh in DirectX11. It's working, but I'm a bit unsatisfied with the result. When changing the terrain texture of a single vertex, the interpolation with the other vertices results in a hexagon shape instead of a squared shape: As the red arrows illustrate, I'd like the texture to be interpolated all the way into the corners of the quads.
  21. Finally, after years of prep, we've moved on from Half-Life mods, and came back full circle after the success of our first two titles. Now, while our last title is preparing for its debut on steam, we've started diving into our first standalone on the beautiful and glorious Unreal Engine. Background: “Half-Rats” or, for now, “Project MOPAT” will be a story-driven, cinematic first-person shooter, taking place in America in 1887. It will feature light RPG elements. It will follow the tale of “Half-Rats”, a cynical, bitter protagonist who’s led a rough and tumble life, and has a history rife with traumatic events - along with a drinking problem. After a falling-out, his estranged brother has gone missing, and Half-Rats is compelled by familial love, and the promise of one last chance at a decent life, to find him and rekindle their relationship. Little does Half-Rats know, the truth he’s about to uncover is an ugly one, and that the otherworldly agency behind it all is far uglier, and more insidious than anything he could have imagined - and it’s got big plans. The game will start off as an action/adventure, work its way into a paranormal investigative thriller, and finally end as a supernatural horror experience. Link to IndieDb Page: http://www.moddb.com/games/half-rats Engine: Unreal Engine 4 Requirements: You MUST be willing and fully able to spend at least 10-20 hours per week on this project. If you have any doubts about this, please do not apply. Required Skills: Artists: 3DS Max, Maya, Zbrush, Substance Designer/Painter, Hi-poly/Low-poly, Retopo, Proper Geo, UE4 Substance Plugins. Programmers: C++ (Unreal API), a little C#, Blackboard/Behavior Tree, Blueprints Recommended Human Skills: Willingness to learn, dedication to goal, great work ethic. Workflow/Style: PBR, Realistic Shaders, Period-style assets (1880s) As well as some fantasy Steampunk/Supernatural Elements We are looking for: Texture Artists 3D Character Artists 3D Props Artists UI Artists Gameplay Programmers AI programmers Blueprints Current Team Is: Kurt "Half-Rats" Nelson - Lead Designer, Writer, Project Director Draylon Polk - 3D Environment/Texture Artist Joe Bolzenius - 3D Environment Artist Ryan Kohr - Environment Artist Sergey Karabaev - Weapons Artist/Texture Artist Vector Baccam - Props Artist Oliver "Frag" Curtis - World Builder/Level Design/Scripting, Lighting Nicholas Welch - Animator Devan Miller - Heath Games' Resident Voice Actor We are beginning with a tech demo version, which will feature many aspects of the full game and will be using it to secure funding. At the present, our main focus is building the front-end and moving on to prototyping. - Plans to procure funding via the tech demo are in place, we just need YOUR help to get it out there! - This will be the perfect project to get great pieces for your portfolio, as well as a valuable learning experience. Contact: heathgames@outlook.com "heath_scoring" Skype
  22. I have a few key features that I want for my game's terrain mesh, but putting it all together into an terrain editor is becoming a headache. I need some advice from someone more experienced than myself. Perhaps there is some design pattern or object-oriented trickery to add some abstraction and turn this mess into something manageable. I am creating my terrain mesh as a problem of dynamic constrained triangulation. I start with a regular triangulation of a 2D plane into equilateral triangles, and then as I draw the game's map the existing edges and vertices are automatically removed to make room for the edges and vertices I'm drawing, and naturally the reverse happens when I erase. There are fairly simple algorithms for inserting individual vertices and edges into a triangulated plane. Using a half-edge data structure to represent the triangulation makes it quite manageable. Unfortunately there are a few additional important features. For one, a game map should be an infinite plane in all directions. The obvious solution to this is to break up the mesh into regular pieces, each one separately triangulated but sharing common points along their edges so that the multiple meshes fit together seamlessly in the game. The user should be able to draw map features across the boundaries of the map pieces seamlessly, without needing to care where one map piece begins and another one ends. An ordinary half-edge data structure doesn't have anything to deal with that and it would be nice if I could manage that complexity so it doesn't seriously affect my triangulation algorithms. Perhaps I'm asking for trouble, but I also want the terrain mesh to be able to change while the game is playing. I'm not so greedy as to try to implement animated terrain, but I would at least like to be able to remove a designated region of the map and substitute an alternative map of the same shape. We might think of it as having a hole in the map that can be filled by any one of several appropriately shaped meshes. Once we've got these meshes it will be trivial to pop them in and out during the game, but again it's another complication of the editor. Keeping the boundaries of the designated regions aligned with the rest of the map and allowing new edges to be drawn across that boundary is making the editor too complicated for comfort. What are the appropriate abstractions to use for this kind of situation? These seem like relatively simple features, but my design is turning into a tangled mess. What am I doing wrong? An ordinary half-edge structure doesn't seem to be the right tool for this job, but what would be the right tool?
  23. Bforartists is a fork of the popluar open source 3d software Blender. With the goal to deliver a better graphical UI and a better usability. When you are not happy with Blender and its UI, chances are big that you are very happy with Bforartists. It has left click select, icon buttons, a customizable toolbar at the top, a much cleaner and slimmer UI and better handling. Bforartists 0.9.4 is ready. Currently there are just the Windows binaries available. But Linux and Mac builds should follow shortly. You can grab it in the download section: https://www.bforartists.de/content/download The new version brings all the goodies from Blender 2.79. Like Denoiser, PBR Shader, Shadow Catcher, Flimic Color Management, etc. . Please have a look at the Blender 2.79 release note at the Blender page for the new features. Important is the compatibility note. Blender 2.79 is not fully backwards compatible to earlier version anymore. And this affects of course Bforartists 0.9.4 too. The changes in Bforartists itself since the last version sums up to over 100 changes again, but are each rather small. The last weeks and months were in big parts spent at documentation and tutorials. Unbelievable how time consuming this chapter is. That's why Bforartists 0.9.3 brings mainly fixes and some small changes and cleanup operations. And we had some inconsistencies in the hotkeys again. F2 to call the console is removed since it conflicts with Linux build. The Properties sidebars now all opens with Ctrl T, not longer with N. And we have readded the hotkey to Loopcut and Slide, since it is a fundamental modeling tool, and often used. For the changes please have a look at the Bforartists 0.9.3 release note. Version 0.9.4 was an emergency release because of a showstopper, and fixes just one bug. The release notes can be found here: https://www.bforartists.de/wiki/release-notes There is also a quickstart tutorial series available to get you started: https://www.youtube.com/playlist?list=PLB0iqEbIPQTZEkNWmGcIFGubrLYSDi5Og Have Fun Reiner
  24. Dead Bunker

    In the world there was a terrible epidemic from which most of humanity died. People in search of salvation began to hide in the underground bunkers that were left over from the Cold War. You are the security officer of one of these bunkers, and your task is to protect the bunker from attacks of the infected. Download http://falcoware.com/DeadBunker.php
  25. Fur and Dress

    Hi there guys! Recently I found an interview with cool 3d modeler where I was very attracted by the Fur on dress that I was looking for my snow knight (like in the Game of Thrones)Somebody maybe knows how to make a fur for a dress?Searched on the forums, youtube, but the fur is obtained both from the clay