We are currently looking for a technical artist to collaborate with our product designers, sales and support teams on various internal and customers’ innovative projects in Paris, France! ROLE * Create digital materials for both offline and realtime purposes * Mix scan and procedural substances to create hybrid…
Hey Polycount, we are launching our first contest this year with something a little different. This is a short (2 weeks) and easy 3d Painting contest. We provide the mesh, you paint it! It's all about creativity. If you don't own Substance Painter, you can use the trial of the newly released 2.6 update: simply click on the…
Atlas, the carrier of Earth, has been defeated so who is there to carry the world now? The gods have used the matter that once was the planet Mars to create Onus, a beast so large the world snugly fits into his backpack next to his iPod and peanut butter sandwiches. The gods have hardened his soft dust like surface into a…
Hey everyone, It's GDC season again and we'll have a bunch of things to unveil as the conference draws close! First, we can finally reveal that we've been working closely with Naughty Dog for the past 3 years to help the incredible team in Santa Monica bring Uncharted 4 to life! We'll be hosting a free session on Wednesday…
Everything rendered in Iray in Substance Painter. Texture sets rendered at 2k. 16gb of memory was not enough to render all my texture sets in 4k. It was a HUGE file, I pushed everything to the max on this one. This was my first attempt at vehicle design as I usually build enviro's and architecture. I used a huge amount of…
It's 2019 now. Though Maya has integrated Softimage's polygon reduction algorithm since 2014, it seems that the algorithm doesn't get revised. Is there any chance to know what algorithms were using for Softimage's polygon reduction? Is it published in a paper? When did it be implemented?
My work uses Redshift, which apparently has a different smoothing algorithm to Maya's default OpenSubdive Catmull-Clark. In Maya's default smoothing, border and corner vertices are not pulled. In Redshift smoothing, all verts are pulled to the next vert, whether or not it is a border vertex. This requires support loops to…
I recently trying to find a way to use tessellation since toolbag still have some problem with the mesh hole, I discover this interesting little demo that nvidia have : http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html#InstancedTessellation there is 3 main algorithm which it's Bezier ACC, Gregory ACC and…
http://www.research.rutgers.edu/~timgerst/ Was wondering what you guys think of this? Using an algorithm to take away the time consuming nature of creating pixel art seems really useful. However, I don't know what it would mean for pixel artist. Surely, if a computer can do just as good a job as pixel artist, then they…