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DIFTOW

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Everything posted by DIFTOW

  1. My portfolio: https://diftow.artstation.com/ Programmer position & project: I am looking for a programmer to help with cutting the workload in half, since I am still learning and the project isn't tiny. The game is a multiplayer Pirate themed FPS. A directional melee system, with projectile ranged weapons. The engine I am using is Unreal 4, and there is an existing project with art assets and code already, so it isn't from scratch. The minimum task, is to get to a prototype necessary for Kickstarter, so that funds can be raised to complete the entire game. You will be compensated with the Kickstarter funds for both prior work & future work & share in revenue from sales as well. I can also barter early on, by providing you with my 3D artist services for other projects in exchange for your help with coding on this project. This is some of the coding done so far. About me: Hello, my name is Christopher. I'm a 3D artist & an intermediate coder based in Florida. I started 3D modelling 13 years ago as a modder/mapper, and then professionally in 2013. I have 5+ years of professional work experience, and still working with 2 companies since 2014. I have worked on several shipped games (including PC Building Simulator & Sailaway: Sailing Sim) Over a dozen 3D apps & motion graphics projects with the same company for 5 years, for large clients, like General Electric. Skills Overiew: • 3D modelling, animation, & unwrapping in Max, Maya, & Zbrush. • Texturing & Baking with Substance Painter + Designer, XNormal & Photoshop. • Proficient with Unreal, Unity, & Source engine. (Intermediate with CryEngine & GoDot) • Intermediate programming with C# & C++. Proficient in Blueprints. • Traditional/offline rendering – Vray, MentalRay. Contact Info: Skype: DIFTOW Phone/WhatsApp: 954 470 6628 Discord: DIFTOW#2367 Some art assets: WIP Maps
  2. Portfolio site: https://diftow.artstation.com/ Hello, my name is Christopher. I'm a 3D artist & coder based in Florida. I started 3D modelling 13 years ago as a modder/mapper, and then professionally in 2013. 5+ years of professional work experience, and still working with 2 companies since 2014. I have worked on several shipped games (including PC Building Simulator & Sailaway: Sailing Sim) Over a dozen 3D apps & motion graphics projects with the same company for 5 years, for large clients, like General Electric. Skills Overiew: • Environments (Architecture, Interiors, Landscapes) • Vehicles (Automobiles, Boats, Planes) • Props (Weapons, Accessories, Furniture, etc) • 3D modelling, animation, & unwrapping in Max, Maya, & Zbrush. • Texturing & Baking with Substance Painter + Designer, XNormal & Photoshop. • Optimization for low end hardware • Proficient with Unreal, Unity, & Source engine. (Intermediate with CryEngine & GoDot) • Intermediate programming with C# & C++. Proficient in Blueprints. • Traditional/offline rendering – Vray, MentalRay. • Video & audio editing, compositing, mastering. • Web graphics & web programming. ----------------------------------------- Contact Info: Please, no private messages on forums. Skype: DIFTOW Phone/WhatsApp: 954 470 6628 Discord: DIFTOW#2367 Portfolio site: https://diftow.artstation.com/
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  5. Well what about me using just 1 UV, and getting this to work? "UnLitGeneric" { "$baseTexture" "models/NYC/WTC_Column_Lightmap" "$detail" "models/NYC/WTC_Column_Diffuse" "$detailscale" 1 "$model" 1 } in CSS, I use that, and only the "baseTexture" displays. I can't see "detail". But it is supposed to work. It worked in a map called dod_kolsch for Day of Defeat.
  6. Thankfully that is this coming April, but I have to hope that it doesn't require Portal 2 to get the update. That is what I do so far, and for a surface where a diffuse detail would normally tile, now yields blurry low res results.
  7. This is just an inquiry I have. How many UV channels can be stored in an .MDL in Source engine? Regardless of that answer, how do I use 2 UV channels in Source? Is it automatic based on my settings in Max when I export? Do I have to specify anything in the QC file when compiling SMD? Do I have to specify anything in the VMT file for the VTF textures? (Thinking this most likely is where I would have to do anything) In case you're wondering why. I'm using lighting from 3D Studio Max mental ray, to generate light-maps for the MDLs in my scene. This creates both high quality direct shading, as well as G.I.; indirect shading, and color bleeding. For shading of dynamic MDLs (NPCs, vehicles, players) that may interact with any of the lightmapped MDLs... I will be relying on Env_projectedtexture. Unfortunately, the UVs made for the lightmaps, will not work well with surfaces where it is ideal to tile instead of have a packed texture map for. Some surfaces can reuse the same UV coordinates for both lightmap and diffuse detail, but others it is more ideal for tiling to be used with the diffuse detail. The tiling can not be done in VMT, because the UVs for the lightmap are minor-stretched, rotated, flipped, and separated to get the most out of the resolution. I need to have 2 UV channels thus for this to work out with the best quality.
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