Hey Jason, awesome piece of work you've done here! I really love it! massive inspiration for me to start working again now that I've finished my course at University. Big thanks for the video's man, they helped a lot! was great seeing how you went through the process of the scene and an even bigger thanks go out for…
You should look into world machine to help build the terrain base (heightmap) and this sweet macro to generate your color overlay: http://www.polycount.com/forum/showthread.php?t=111551 I used that for some terrain content that we're using to test the terrain shaders that will be released with the next version of Marmoset…
It's been a busy week, but I don't have a lot of stuff to show on here. I've been working on lots of behind the scenes stuff like optimization and fixing random mesh errors. I do have a few things, including an update to the road bridge. I managed to use the road texture for the bridge as well (after breaking every paved…
Autodesk Rep: So look... our viewports are crazy fast now. Artist: excuse me what did you say? Wolf? What does that mean? Autodesk Rep: No no really they are fast let me show you. Artist: Stop saying Wolf, its not funny any more. Autodesk Rep: So all you do is export your model as .obj and then... Artist: Is that mudbox…
start by picking up maya 2009. Lots of features make it feel like max that I am actually considering switching over (on top of that that diamant UVs modelling tools looks so neat workflow wise). they ripped NEX so much in this version...Even the UVs have had an overall with a surprisingly great relax tool (and pelt like…
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…
Slitherine Software is a strategy game publisher and developer based in Epsom, near London, but with a team spread around the world. We are currently looking for a game artist to join us, either working locally in the Epsom office or remotely from home, to work on a number of strategy titles currently in development. Who…
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…
Psyonix is a video game developer located in downtown San Diego. Best known for Rocket League, the award-winning game that combines soccer, driving, and highly competitive and addictive game play, we are an industry-leading game studio rooted in a crunch-free philosophy that emphasizes a healthy work-life balance. We are…
[FONT="]Relentless Software, a leading independent videogames developer, based in Brighton are looking for a Technical Artist, specialising in Character and Animation. The Character/Animation Specialist role requires a broad understanding of the entire character pipeline with particular emphasis on animation and…