Sledgehammer Games, co-developers of Call of Duty MW3, is hiring FX Artists (temporary)! Sledgehammer Games was founded with a singular goal: Achieve Excellence. We have a state of the art facility, an industry leading development team, and a studio culture built to promote and support world class game developers. We are…
5 weeks have now passed for the Team Fortress 2: Polycount Pack contest and that can only mean one thing: THE CONTEST HAS ENDED. If you read all of the Rules & Submission Guidelines, then you knew you had to have your entry submitted by 00:01 PST on June 28th, 2010 to eligible for the Polycount Pack. With all of the…
Hello! I paint garage kits of anime-style characters and lately I got the idea of trying to make my own. Thing is, I am terrible at 3D modelling so I thought about commissioning someone who knows what they're doing. Requirements: Must be familiar with sculpting anime-style characters, especially women, as well as furniture…
Hi! I am a 3D modeler and currently wish to start a team to create a car combat MMO game. Will be similar to the Twisted Metal series but with many new features and many other functions! I will be making all the 3D models needed including building, roads, props, NPCs and weapons. However, I need some people to help me with…
Sledgehammer Games, developers of Call of Duty: Advanced Warfare, is hiring! Must be able to work onsite in Foster City, CA. Games experience required Reel/Portfolio must showcase examples of hyper-realistic effects…
So if someone says you have the skills required, I'd take that as there is a chance you might be able to land a job. If you want to ensure you can land a job you need to figure out how to stand out from the pack! First thing I see when I look at your portfolio is way too much work. Do a cull. Cut your portfolio down to…
First and formeost, you need to completely ignore anything related to the normalmap texture and focus 100% of your effort on figuring out how to export out the two skeletal meshes (say, body and head) so that they appear seamless once in engine - even without materials applied to them. This means that you have to learn how…
Definitely Mark - I can't be perfect with this, but I can certainly be closer then what I have haha. Nosslak - I found a script that equalizes the texel density which is a time saver. You can pick a the uvs that you've scaled to be the density you want the rest of the meshes to match or just use a default density. It…
I'm just making a guess here, I might be completely wrong :) Tiling textures usually wrap using the hardware sampling method. Whatever the geometry is, once you reach a side of the texture it just repeats the pixels from the other side. This is the regular approach and there's plenty of method to create them, the more…