Lighting & Special Effects Artist Threewave Software is looking for an extremely talented and proactive Lighting & Special Effects Artist to join our amazing art team. You must have at least 2 years experience in multimedia entertainment production. In this position you will be get to create lighting rigs for environments…
Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Madrid? Then Gameloft is the company for you! We're currently looking for Artists to join our team in the following roles: * 3D Environment…
Hello, I am seeking a concept artist who can take screenshots of my existing greybox level and paint over them to help create reference and inspiration for our future 3d environment artist to work from. This concept art will help establish the mood and art direction for the level. The game has an anime aesthetic, so any…
What I understand from your description: Just like Grow Home, You don't want textures applied to any models, just flat smooth shaded surfaces but with different materials applied. You don't plan to bake normalmaps from highpoly models, only relying on the model's own smoothing. IMO, baking texture sheets for each model…
1: yes, rather than try and fit them into one material, you can simply apply multiple materials to the object in maya (select faces and then apply the material to them), and then export/import again and where you normally apply the material to a mesh in UDK there will now be more slots...and each slot can have its OWN…
Hi Bugo, Like kodde showed, Maya does dynamically choses the 'shortest edge path' between verts when ngons are deformed. However if you have a 'static' mesh in a tpose looking fine before triangulation, applying a mesh>triangulate wont change the surface (no edge flips), it will just make everything into tris. In that…
Actually my solution is different than what Vig wrote. Vig said to not deselect things and add the unwrap modifier, he didn't specify to leave epoly subobject mode and then apply the unwrap modifier. He said don't do 2. That's all he said. I did specify what to do because you get different results depending on how you do…
If the 3D package your are using is for PBR, then there should be a channel where you can connect AO texture on it. Even thou AO isn't a best solution, it still creates visual fidelity. So you should use it unless your rendering application automatically renders it. The exact specular colour of a material or substance has…
(UPD), I've modeled and textured a locker and some pipes and added them to the scene since the last post. I've also looked into vertex painting / texture blending, but I'm unsure how it applies to a modular kit, since it appears vertex painting would be used once the room and objects had been placed together in order to…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…