don't restrict your search to junior positions - it's typically only broken up into your standard position or lead position. My first position was environment artist at Mythic where I worked on Warhammer Online. I have about 3 years of experience, alot of places consider that junior still.
actually i just see a position for a environment artist there..... but there may be many different descriptions or the same position floating around... environmant artist, background artist, level artist.... all are mainly the same position...
Boanerges Studios is looking for talented and experienced individuals to fill multiple positions at our San Diego-area studio. These positions are for a next-generation Xbox 360 title currently in development. Please see the following link for details: http://www.boanergesstudios.com/careers.php The Boanerges Team
I plan to integrate this solution with screen-space decals. The big thing is I need to properly transform dynamic positions withing the UV frame, and ensure that those positions are mapping to the correct UV shells. Once the positions are properly transformed, I would render the actual tattoos as decals based on those…
That could be a possibly complex tool depending on the conditions for positioning. ( multiple joints be positioned at once? non-destructive move joint tool positioning? alignment/orientation of joint to the components normal averge as well as positioning? chain's child positioning assumptions? etc... ) If simplest…
the vertex position input expects the position to be in 'object' space. if you take a step back and plug in the "vertex position" node that you find (in advanced mode) then it should work. Then e.g. multiply the vertex position output with 2 and you will see the object expand around its pivot. That works for me here. It is…