Graphics Engineer Psyonix, a San Diego based video game studio and creator of Rocket League, is looking for a Graphics Engineer to work with artists and programmers to create and develop visually stunning content for our products. Our ideal candidate will be able to add new functionality to an existing rendering engine.…
i can imagine that if you have unfolded something and you have several rings nicely unfolded and then you have some round caps and they are unfolded nicely as well. What happens when packing is that it can be very possible that your islands wont fit inside the rings. To solve this you may want to to scale them so they seem…
@Caiterade Great! I misunderstood, I guess you mean't that you are not looking forward to it! But don't worry I'm sure you'll do great! :) @HomeGrownHeroz You need to match the camera as best as you can (position, focal length, angle). I did this manually till now, and I discovered that with your eyes alone you can go that…
Despite significantly weaker modeling and UV tools in Maya? I starter using Maya few years ago while I was learning in best (then) Polish 3D animation school. I used this software for 2 and half year, including year as professional artist. Then Blender 2.63 with ngons came up and I starter learning it and I was blown away…
@tynew : it really depends on the software. Some programs are awful when it comes to precise component selection (Maya is arguably one of the worst in the regard) while others have some very smart selection algorithms acting behind the scenes, cleverly picking the component closest to the mouse pointer without having to…
For the normals editing there is the Vertex Normal Tool from FrostSoft, I'm using the free Lite version, even if it's limited in features it does a good job: They also have a PBR plugin called Pixelberg which I haven't tried yet, but it's something I'll look for sure when I'll do some real time stuff again. I agree with…
Thanks for the input. Main reasons for me why I had this automated in this way are: 1. The masks are obtained trough the same algorithms of rendering as the normal maps was generetad, so edges, transistions, antialiasing etc are all the same in both masks and normal map. I also used to do it with wand selection but it's…
Sub-d is the name of the modeling technic. You model a low poly cage that will look fine once subdivided with a subdivision algorithm (catmull-clark). Your base model having fairly low vertex, it makes shapes easy to control. Ok now i see Pior image. yeah that's Maya subd surfaces. Kind of patch modeling in max, transition…
re: clutter We talk abou this as part of our XBR strategy. XBR Diet is the codename for this effort. The goal is to provide more configurability of the core application, so that a studio could conceivably build their own "Game Max" and configure their machines that way. re: multi-thread Cloth is MT (2010), Hair is MT…
Hi everyone I wasn't expecting so much answers, thx a lot for your feedback @malcolm: here you are Static meshes are prelighted with vertex color baking, so a high polycount is needed, wich is okay with instancing and lowres textures (1 cache load) http://www.churob.com/show/Capture_096.jpg…