Lead Designer Threewave Software is looking for a seeking sharp, ambitious, visionary Lead Game Designer to join our team. The ideal candidate will have at least 4-6+ years experience in game design. The Lead Game Designer is responsible for creating and maintaining the gameplay vision in support of the overall product…
assign the same unwrap UV to all of the objects, use the material ID filter dropdown (bottom of UV editor window), select all the filtered faces and pack based on your selection i think to do it as part of an auto unwrap you'd have to script it
Hello everyone, I would like to better understand texel density and how to maintain it in a scene. What blocks me is that I understand how it works, with the various mathematical formulas, even how many times to tile a texture, but then I can’t find a practical reference when I try to maintain texel density for an entire…
just create a bmp file like.... and name it vertex_colour_tools_16i.bmp (note the alpha) and stick it in C:\Users\*******\AppData\Local\Autodesk\3dsMax\YEAR - 64bit\ENU\usericons\ folder and reboot max then right click the button and pick "Edit Button Appearance..." where the above icons should be available. if you use…
howdy, for quite some time we worked on a scriptable game-engine, luxinia, mostly meant for shareware like games. It comes with physics, shaders, particle systems... and everything is scriptable. Everyone can create his own project with a relative simple and popular scripting language called LUA. We are working hard on…
I made changes to the ax rig that will require redoing the animation, so I took the pogo bounce down from syncsketch for now and removed links in previous posts to avoid confusion. However I did start blocking in the swing and step onto the axe: https://www.syncsketch.com/sketch/0731384d77db/#1060223/987205 I have a few…
Hey Sam! The key trick to make Photoshop run smoothly when working with nDo2 is zipping -- a best practice is to have all layers but the current one zipped, as this will increase performance immensely. Disabling OpenGL Drawing does improve performance, as suggested by Fwap, but for high-end machines such as yours the…
There is an article on this website I used to get started on my own modular characters. Google "modular character system" and look for the polycount thread. It's probably archived in the rigging section of the wiki as well. It goes really in depth. For my own system, yes I have all pieces rigged to a single skeleton in a…
sulky: Indeed it is! FINALLY the exporter is in! This together with 14 engine calibration profiles, a beefed up cross-app mode, new smart materials, patterns and crash fixes. Note: there is still one really tricky PS connection bug that a few of you have reported which is still unresolved -- still working really hard to…
unless you're a shader guy or work with rigs and animation there's very little math in tech art. Most of the pipeline stuff is revision control, databases, xml. A lot of art tools aren't really very heavy on math either. Then you have the enforcing of rules and QA stuff (via tools), which isn't math heavy. You train…