Are you looking for a team of dynamic and talented people who are passionate about video games? Are you looking for a studio where diversity, open-mindedness and creativity are omnipresent? You’ve found the right place! Following the development of many successful titles on iPhone such as the Modern Combat, Dungeon Hunter,…
APPLY HERE: http://coldironstudios.com/careers/ NOTE: · Applicants
without a portfolio will not be considered. Position Summary: Cold Iron is seeking an experienced Principal Environment Artist to join
our world class team on our next AAA title for consoles and PC! Do you excel at
building props and spaces that are as…
miauu's Modifiers Presets allows you to create presets for almost all modifiers available in 3ds Max. The UI of the tool is embedded into the modifiers' UI. You can create as many presets as you want. Each preset can have its own custom notes(comments). The presets can be used across multiple instances of 3ds Max. Some…
Senior VFX/Motion Graphics Artist Kabam is the leader in the western world leader for free-to-play core games with 1st and 3rd party published titles available on mobile devices via the Apple Store, Google Play, and on the Web via Facebook, Yahoo, Kabam.com and other platforms. In 2012 Kabam revenues grew by 70 percent to…
[short version]Hi all, not sure if this is even possible, but is there a way to keep the Texture Coordinates from a Procedural material, yet have them apply to a model using a different Texture Coordinates method? Possibly via Mixing or Math? [long version]I have a Procedural material which was made on a Plane using UV…
hmm either that wasn't it or I didn't do it correctly I've found a work around. If anyone else runs into this, select a different mesh in your IMM > click on the frames to apply it > undo > select the mesh you actually want > click and apply. Dunno why this works, but it works
Personal opinion they are just an additional (HR) hoop to jump through. You just run the risk to be judged on your resume instead of your portfolio, which is quite pointless since the team/art lead will choose you based on your portfolio. The worst kind of recruiters are those that reach out to you over linkedin and ask…
the errors in your examples are a result of poor hand/eye coordination, bad pressure sensitivity settings and the fact that the system is not fast enough to sample the brush at the rate you are making the stroke with you hand. if you have a mesh with 60,000,000 polys and you take a large brush and make a fast stroke across…
Trying to apply for a job tomorrow did this in ~60 minutes: when I see a good job application I get filled with anxiety like "I HAVE TO GET THIS RIGHT NOW" and makes me rush some work. Then I have a portfolio of half finished stuff. Still this was fun, low mesh without seams is like 24 faces.
@almighty_gir you've certainly sparked a debate lol. I'm at Herts Uni along with @almighty_gir and @JLHGameArt on the MA. We're working on our final project and have been assured all year that the main focus of this module is on artwork. Sadly one of the big requirements is the production of a demo reel. Don't get me…