Technical Animator Job Description About Black Matter and Hell Let Loose Black Matter is an independent development studio founded in 2015 to support the development of debut title Hell Let Loose. Made up of an international team of selected artists and programmers, Black Matter is focused on creating beautiful worlds…
Senior Technical Artist ArtCraft Entertainment, Inc. is looking for a Senior Technical Artist for our MMO game development. As a Senior Technical Artist you will help to bridge the gap between Art and Engineering. You will be responsible for helping artists push the visual fidelity of the game through the creation of…
[FONT="]YAGER is looking for an experienced Graphics Programmer for our current AAA project Dead Island 2. Were looking for people who love working in interdisciplinary teams with a flat hierarchy and in a fast-paced and professional environment.[/FONT] [FONT="]As a Graphics Programmer at YAGER you will work…
Hello polycount, I wanted to see if I could get some feedback on a workflow that I want to use to improve my 3D art. I know workflow is pretty unique per person/project but any suggestion is welcome. I'm wondering if I'm thinking of something the wrong way or if I'm missing steps, the worst part would be to go far along…
How would you like to be on a mod team and actually get paid? With the announcement of Rising Storm, the totalconversion for Red Orchestra: Heroes of Stalingrad, Tripwire Interactive is offering an opportunity to do just that. They will be involved in a “first-of-its-kind collaboration” with the Red Orchestra modding…
Rocksteady Studios is looking to add to its family of permanent staff. We are looking for an exceptionally talented senior technical artist who are ready for the challenge of producing an AAA title on the next generation platforms. Technical Requirements * Excellent understanding of Pixel & Vertex Shaders * Knowledge of at…
I wouldn't necessarily jump to unity. I've used both a fair bit but am still in the beginner zone, and I think unreal is much more beginner/artist friendly. Namely because of blueprints integration with the engine. Unity does seem like the go-to choice for mobile and 2d games though that's not an area I know anything…
I think zbrush just averages the normals across the entire tool. If you were to bake in Max/xnormal, you should be able to use custom normals which will let you do what Turbo recommended (different smoothing groups per UV shell). Zbrush is good for creating the high-res models used to create the normals, but it's not good…
hi basically if you want to do VFX for video games, get familiar with an in-engine particle editor - for what its worth, my recommendation is UDK as it's still widely used and cascade is, fairly nice; I prefer it to pflow. The timings, forms and pretty much everything are often done in engine particle editors. The most…
I've found that very few games support the plug-in-player style of character modding these days. It really is a shame. After all, that mechanic is what Polycount itself is based off of. Naturally, Polycount has expanded to include all manner of game-related art. But in the beginning, it was the Quake II Player Model Pack.…