Sr. Platform Engineer Psyonix, an independent videogame developer located in downtown San Diego, is looking for a senior level Platform Engineer to implement and maintain cross platform systems in Rocket League. Work would include implementing new functionality from concept to completion on multiple platforms, adding…
Why though? There’s a communication system right here already, you’re inside it. I guess some people prefer the Discord style chat, there is a Polycount one and it’s thriving (https://polycount.com/discussion/170535/polycount-discord-slack-skype-hangout-etc#latest). Not my cup of tea personally, but I get it, people like…
MockAI is a fast-growing startup based in London. We’re building AI-powered animation tools designed to help studios speed up production — with the goal of empowering animators, not automating them away! We’re looking for an Animation Pipeline Engineer to join us full-time and help shape the tools and pipelines that…
Hey thanks, Elias. I'm really looking for info on pipeline and tech. I'm working on a game right now as a character artist that has a fairly simple customization system and I'm brainstorming on a pitch for a more in depth one for the next game. I figure I'll share what I've got so far: What I've gleaned from looking at the…
The cool thing about pixars hair system is that it can generate volumetric hair based on a geometric shape. With tools the Hair/Fur modifier in max you grow spline guides from a surface and then try and comb cut and wrangle it into a useable hair style. People tear their own hair out trying to make something useable. With…
To expand a little, its not that specular or specularity "isn't a thing", its that what we're actually talking about is specular reflections, its one thing, not two different things as many traditional shaders have implemented it. Older shaders would often have simple specular reflection from dynamic light sources, and…
I don't really think that anybody hear disagrees that something might be lost from completely procedural animation, but what is nice about the system that David showed was that a lot of the animation in Overgrowth is controlled by keyed poses. So with that you can get a lot of your personality in the characters still while…
done with blender particle hair. I still think its an ok system, but the new hair system is rapidly improving really tough to control at times I might export to unity as alembic for fun
I split this out of your Topic, seemed only fitting. @Grump please elaborate your questions here, rather than using the private messaging system. If you can't figure it out, we'll just remove you from the forum altogether. But I would rather have you stay, if you can contribute.
Yah, my previous laptop was a Dell I got about midway through college. It was top of the line at the time.. right before laptops came with vid cards that supported normal maps. When the grunt of the system no longer supported the 3d work I was doing I migrated back to a tower. Now I'd like a system that'll last a while…