A real-time shader that can render in a software renderer is a really cool idea. However, hardware and software renderers are very different from each other. Creating a system that could render in both would probably require building both renderers together from the ground up with that goal in mind. ShaderFX can do a lot…
Tech Animator (Rigger) * Barcelona, Spain * Full-time Company Description 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 Barcelona? Then Gameloft is the company for you! About Gameloft…
IMPORTANT INFORMATION: Job Type: Studio Pay Type: Salary Current UE3 / UDK Version: May 2011 Company Website: http://www.spiralgamestudios.com Apply Now! REQUIREMENTS:* Resume / CV. * At least one previously released title, mod or playable prototype. * Strong familiarity of UScript and UE3 / UDK. * Strong familiarity of…
Looking to push limits of real-time character animations? UNITY Technologies is looking for talented and self-motivated Technical Animator in Stockholm with the artistic passion to master new Unity’s Mecanim animation system and bring imaginative characters to life in visually stunning demos showcasing Unity features for…
Fox Cub Games is looking to hire a VFX Artist with an
excellent creative eye and passion for all things VFX. As a VFX Artist at
Fox Cub you will work closely with the Art Director, design team, and
programming team to lead the production and implementation of top quality VFX
for our existing games and future projects. As a…
Attachment not found. Hey, I am working on a Unity art package and wanted to share my progress so far with you guys to get some feedback and improve the final product. The asset as you can see is a Mechanoid, I created it in 3D Studio Max then Zbrushed it and used Quixel suite's 'Ddo' and 'Ndo' to texture it using…
tbh: "is the encoder running on the efficiency cores? " - answer: i wouldn't know how to assign cores to tasks. I will edit this post when i can get to adding the img with the info if i can figure out how to do those things, but yes i leave things on standard as i feel any changes to those settings just make things…
yeah I am trying to get a balance between accuracy and a nice illustrative look. I just wanted to know the correct way to do stuff as quite often i find a a Full HRDI image fights with my scene, covering it in colors which I don't really need. A lighting system, although not perfect seems better. Still not sure if I am…
Traditionally in games you would have an attachment node and the weapons would connect to it. That way you can attach any kind of weapon to the node without effecting your main model, it also leaves it open for newer weapons later. Normally you could work on it all at the same time in one scene file and export separate…
If we don't know what the money is used for, then we cannot speculate on change in revenue such as "Brand of you choice". If we know how much valve actually needs then the systems can change accordingly. Right now, workshop artists are in the shadow of 3rd parties. Valve could say, items back with organizations get x%…