Hello, Was just curious what your guys recommendations were on jobs to make some money while working on my portfolio. Is there any entry level position in the industry that might offer some sort of experience or networking opportunity that could be useful later on when I'm ready to apply for a 3D art position at a studio?…
Battlezone: Black is a top down multiplayer shooter being made in the Unity Engine. Bringing elements like old school arcade styled game play, and fusing it with modern shooters makes BZB a fun and fast paced game. BZB allows you to rank up, unlock new weapons, characters, customization, and more. The game is being…
Update: March 15 - Thank you all so much for applying to my project! I am currently reviewing each email I have received so far, and do not expect to need further applications. Hi Everyone, We are looking for a 2D artist to create a template for our gallery of swimsuits. Individually, each image would be framed with either…
Basically I just want the mesh that I am retopoing to appear only quads instead of having that triangulated look on the mesh after applying the material to the mesh with "wireframe" ticked on the material editor in Max 2014. I can't seem to find a menu to get rid of the triangulated look on the mesh. I'm working with the…
Hi there, I'm hoping someone here can help me. I recently installed Physx and Apex for maya onto my system, so that we can look into using it as an experiment for clothing for our in game models. However I keep having problems, where I create a test model and a plane to use as a quick cape. I first create the mesh, assign…
Hi guys! I´m having an issue with this particular shader. I've modified it to have the option to load vertex alpha and vertex color within the fbx imported. But whenever I check the option 'TRUE' the mesh looks all like plastic, or metallic. I'm not very sure why, I have looked a lot of places and options but can't really…
I created a low poly model in 3ds Max and brought it into Mudbox to sculpt. Once I was done sculpting, I baked the maps and tried to apply it to the low poly model but the maps wont work and I don't understand why. Can anyone help?
I've been trying to learn how to unwrap and how to generate maps in Zbrush to use in DDO and I can't figure out why my ID map isn't applying to the model properly in DDO. In DDO, if I hold down to check my ID map on the mesh itself, everything is messed up. Below is a picture of my ID map along with the UV layout of the…
Hi there everyone, I hope it's alright to post this question here (seeing as Polycount is more on the asset creation side of game dev than any other aspect) So a local games company is recruiting for a narrative designer position, and I'm interested in applying, but I'm not sure what they're looking for in the portfolio.…
had to check for the project, switched machines in the meantime and didnt run it in ages. but regarding that rimlight. this is a 1 bit mask of the custom stencil buffer set to 12 (could be any number really, dont even ask why 12, dunno anymore :D ) here is the custom stencil mask applied per object (so it doesnt apply to…