3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
I haven't seen anyone post this yet, and should definitely be shared. This is a great presentation of the tech processes behind the Fox Engine. Their presentations begin about 15 mins or so in (it's an 1:20 long). It's interesting to see how much of the process they describe mirror what we have seen in film, at least in…
Hi @Eric Chadwick Thank you for your feedback. Yes the interior projection has a slight offset as my spacing of each room doesn't quite come to an even square so i had to offset it slightly to a more rectangular shape and maybe that is causing some slight distortion in the parallax effect based on the viewing angle. In…
Hey guys, got a short question here. I want to adjust the culling distance of my foliage and i know that it's possible to set a culling distance in the foliage tool options but i also know that it's possible to deactivate the cull distance completly by adding some nodes in the the foliage material itself but i can't…
I figured out how to curl the biped fingers using Bend Links Mode and clicking on the fingers and using Rotate. I created a slider. I want to create states for the slider, at 0 the hand is almost flat and at a 100 the hand is closed. Any ideas?
So can I fix that in code? I don't know, go into the shadow code and just turn off the self shadowing part? I'm not a coder so just throwing some stuff out there.
Hi Guy's, I want to have another displacement map to deform the tile grout so it push some of the ground lower than tile and some higher. It's seem like the ground(black part in the displacement map)is always flat at a certain point. Maybe someone can point me out if i am doing this correctly or even a node i am not aware…
Rocksteady Studios is looking to
add to its family of permanent staff. We are looking for an exceptionally
talented senior asset artist who is ready for the
challenge of producing a AAA title on the next generation platforms. Key Responsibilities * Create industry leading assets that creatively and
technically raise the…
Burst Online Entertainment Lead Software Engineer/Programmer We're looking for an experienced programmer to lead our technology efforts in developing a series of web-based MMO games. The ideal candidate will be responsible for building scalable and reusable back-end technology, working with game designers and artists to…
Post: Hello! I’m working on Pokémon Lunacore, a fan-made Pokémon MMO set in a unique region inspired by California. The game features an original story where Team Midnight captures a corrupted Victini, a Dark/Electric-type Pokémon, to experiment on it. The experiment goes wrong, putting Victini into a deep slumber.…