[FONT="] [/FONT] Do you want to work in a highly creative environment with talented people from all over the world? Are you eager to develop your skills working on AAA next-gen games like Gears of War and Unreal Tournament 3? Then come to progressive, fun-loving Amsterdam and join the Streamline Studios team of leading…
Do you want to work in a highly creative environment with talented people from all over the world? Are you eager to develop your skills working on AAA next-gen games like Gears of War and Unreal Tournament 3? Then come to progressive, fun-loving Amsterdam and join the Streamline Studios team of leading edge designers.…
trying to write a procedure thats groups the uvs shells into 3 seperate categories (Small, Medium, Large). but running into an issue where small uv shells doesnt get cast to the correct array $uvShellSmlList. Im been spending the whole day looking and testing to see why its doing that. Note this code only works on maya…
I am pretty sure there are no "rules" about prices, its whatever you want to set your prices at. Artstation is a really global marketplace so you have people from around the globe selling their work at different price levels. In general I do feel people tend to underprice their assets, especially tutorials and stuff like…
Game Producer/Project Manager. - Technical and Production Background- CAREER OBJECTIVE Seeking to build a career in Produce and manage Games with a reputed organization where I can synergize my skills with the organizational requirements and translate potential into superlative performance. " 5+ Years in experience with 3D…
Well the real question you need to ask is why would you ever need to avoid using smoothing groups/hard edges? If you can come up with the answer for this question, it should be apparent. If we're using a proper averaged cage(as has been covered here extensively) there will be visual no gain to using 1 smoothing group. On…
1st off thanks for taking the time to run the map and write this up that's great I really appreciate it =) 1) The light bulbs. They are actually pretty common even on modern aircraft carriers. The reason is so planes can identify the proper vessel at night. http://dl.getdropbox.com/u/1306131/060302-N-1658A-002.jpg…
Hey there, I'm happy that you keep at it. Nice work so far. Here is some feedback if you don't mind: - as you said you'll care about the mesh optimization later on. (which I wouldn't suggest because it will likely cause some additional rework in your textures later on) Concerning your polycount of about 135000. It is HUGE.…
Hi, this is my new personal project i am working on. trying to pratice game hair and i would love some feedback on this. =) Current Hair cards are 29k polys but ill perform mesh reduce after final modeling is done that should bring polycount under 25k polys, Hi-poly hair particles generated in xgen, baked in xNormal , hair…