Hello there, Mountainwheel Games is a creative, innovative, and dedicated indie studio that creates fantastic games for audiences of all ages. We always value our fan's ideas and criticism. Dedication and quality is the key in our development and we guarantee that our games will not disappoint you. We are recruiting for an…
By perspective they might have meant, locked like a side scroller or RTS. Or moving around and thru the smoke like a flight sim or first person shooter. Since you are asking for VOLUMETRIC clouds I'm a bit confused since thats not really an artist thing? From my experience with smoke there are a few ways to do it and most…
Does anyone found anything truly new and useful there ? I see Splatter v2 allows dense details with tiny scale but still does same aliased depth combine and bad alpha for something like tiny twigs or grass blades. I am still using old fx-map nodes instead . More controllable and easier to modify. Anything other new and…
Not adding much to the thread sry, though wanted to mention this, in-case someone behind the scene actually did or does this. (pst, pm me. ;) ) Wouldn't that be the thing, in my naivety (or just not being very informed) i thought a coder C++ (+) person could "reverse engineer things (being illegal sure but for production…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
That may be true but there are numerous benefits to artists having the ability to get feedback from coders. We make art and they make it work in game. Many people here are n00bs like myself and hence don't have the advantage of being able to talk to a team coder about what can and can't be done in game (particularly…
that's not far from the truth. I often wonder if its harder coming into Houdini with a technical background than it is without - personally I find it quite restrictive and weird as hell but that's probably because I could write the code(poorly) to do the thing myself and I don't like having to bend my design to the…
I'm coming back to the US after more than a decade abroad, would like to work in a walkable/bikeable city on the west coast. I'll be available in a couple months. I will partake of the free office coffee and you guys can hear me swear whenever Zbrush crashes, it'll be great fun. I do a lot of scifi and fantasy stuff. I've…