Gameloft (www.gameloft.com), a leading worldwide publisher of games for mobile phones (closely related to the Ubisoft group), is seeking to recruit: *Game Designers* Role: You have a passion for creating the highest quality games by following good design principles. Gameloft specializes in top-rated games for mobile…
We are looking for a person which would like to help us with creating an adventure game. Most of a game is ready but it lacks cool graphic. We need somebody to create low-poly models and locations (indoor and outdoor). The candidate must have the following skills and experience: - Experience of 3D Studio Max - Skills in…
For the past couple days I have been trying to understand the fourier transform. One of its applications is faster convolutions and also being able to approximate the diffraction of waves through an aperture typically seen as glare on an image. The bottom shows the amplitudes after applying the fourier transform on…
You will have to construct a ShaderFX Shader from scratch so it takes a degree of shader knowledge but it's actually not that much work to port an hlsl/glsl Shader over to ShaderFX as you can dump raw code into custom code nodes with fairly minor changes (ShaderFX doesn't understand vector types so you have to change them…
Hello, You may seen my topic on allegortmic forum, because I tried to do exactly same thing. I spent on this a few days; me thoughts: -it's almost impossible to do it- have you seen a good looking grass made in SD? Maybe one or two, right? I wish SD could operate on 3d models...without it it's not possible to create…
MoP - there are two ways to increase graphical quality on game models (apart from good craftmansship): a) Increase number of polygons until number of edges limits infinite (pytagoral approximation of the circle) b) Develop such Algorithms that will create mathematical functions (Beziers) for given points (Function defined…
Yes sorry, my UE4 editor was closed and i didn't took the time to verify the right name ;) Yes i mean the Texture group. Basically the compression takes the Red and Green channel of your imported normal map and apply a re-normalisation which determine the blue channel for each pixel. It mean that r+g+b is always equal to…
So basically you want the Silo people to combine the best features of Maya's UV mapping tools with the best features Max's Unwrap UV tool? Averaging vertex position horizontally/vertically is a must, you want to be able to select a row of verts and just hit the "align" button, and it averages all their positions out into a…
I find the polycount forums pretty good for pure art techniques, but game programmers don't really talk here about their engine tech. I like to listen in on these lists. A lot of it goes over my head, but now and then there are some great insights. They have searchable archives too.…
With FBX import in Max it's either Smoothing Groups or Explicit normals, you can't have both. The bad shading, happens because of the way how 3ds max calculates normals. Max does a simple average calculation based on the smoothing groups and face angles, while Maya uses an algorithm which takes into account hard/soft edges…