I'm wanting to make small environments that I can pick up a controller and walk around it, perhaps taking video as I build up the environment. I have a lot of experience in the industry but so far have mostly stuck with Unity. I just want to a fun personal project but I have multiple thoughts about the direction I should…
I’m a designer at a prop fabrication shop here in Burbank, and I’m reaching out to this community specifically because we’re looking for a very particular kind of unicorn. We’ve posted on the usual IATSE union boards and haven't found the right fit yet. The reason I’m posting here is that we don't just need a 3D modeler;…
Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
Hi Polycount! :) It’s been a while. So a while back I posted about being laid off from my last job as a Lead 3D Artist. I am sure I speak for many people here when I say that I really really dislike the job search. I interviewed at many of my “Dream” jobs/studios. But unfortunately I never had a chance to get past the…
Found this again today, featuring some of the old crowd, and a bit of what Polycount used to look like, back in 2002 when we were all trying to figure out how to make normal maps https://ericchadwick.com/examples/files/polycount_2002_messageboard.html
Would like to share that studio I'm working in has started hiring Here's list of positions: - Technical Game Director (developer to lead the dev team) - Lead Game Producer (general producer / manager) - Unreal Engine 5 Client Side Developers (c++ devs with UE experience) - Rust Developers (rust system engineers) -…
Thread resurrection to clear up a few points for any late readers. It is possible that you got hit with the bug in the file export index that occurred around build 2012-08 that was fixed in 2012-11. If that is not the case: The supported file formats in TerreSculptor are listed on the Import and Export dialog file type…
Texture format and bit depth for the normal maps? Also why is there a world-space normal map in Painter? Edit: I don't see a shading seam in Painter, maybe you forgot to attach that screenshot? I do see the normal map alone in Painter, and there is a color difference along the UV seam, but this is a necessary thing with UV…