Wayforward is seeking an experienced Visual Effects Artist to work on multiple titles for the Wii, WiiU, PS3, and XBox 360. We're looking for a talented artist with experience creating VFX for console games. Applicants should demonstrate good technical knowledge and a good understanding of how to create great looking…
First off, I want to apologize since this is not a question directly related to game related art, but you guys respond pretty quickly and I really need help for this job assignment. :\ I've got this..."umbrella" thing I need to animate opening and closing. I figured I could use the mCloth modifier to solve the problem but…
Hi-Rez Studios is hiring qualified Environment Artists to work at our studio in Alpharetta, Georgia. Come join the creator of the critically acclaimed SMITE, Tribes: Ascend and Global Agenda as we enhance and expand our online action games. Responsibilities: -Create architecture elements and environmental props for 3D…
So i ve set up a fore arm twist several different ways. The way I want is to use the wiring to wire the x rot of the hand into the twist bone via an expose transform node. but i keep getting an illegal reference. (reference node a child of the forearm bone, expose the hand bone, wire exposed value to drive the twist bone,…
Rockstar North is currently seeking an experienced Network programmer. Commercial games experience is essential with at least three years and one published title on PS3 or Xbox 360 to demonstrate your skills. We are looking for a talented engineer to help us in developing advanced networking solutions for large scale…
Main Responsibilities: Utilize traditional art training and knowledge of 3D art, design and computer graphics software to build efficient, high quality textures using next generation techniques such as normal mapping and advanced shaders. Create photo-realistic textures from scratch as well as from photo source…
What would be the best, most durable way to have many versions of assigned materials in one scene, so that I can easily switch between a version of the vehicle with green paint with white plastic and the same model with metal and dark plastic. Making it extra complex is the fact that not all materials will be assigned…
In your height lerp Material Function, plug the Vertex Paint's RGBA (only one of these channel) to Transition Phase. Transition Phase decides which Vertex Paint's RGBA channel will TRANSIT to the next texture. So in your A(V3) and B(V3) will contain your 2 textures. A will have the base texture and B will contain the 2nd…
Ah, sorry. I've been making mistakes all day. These darn fingers... So, my code works on my end. It creates a render layer and adds each subgroup to that render layer. So for instance, render layer L5 would contain CAMERA_LIGHTING and the lantern:lantern group. It doesn't need to go further than that, as anything contained…
are you talking about using decal actors? one thing you may be able to do is use a separate UV channel on your container to do this. if you havent seen it already.. take a look at this thread and see what im talking about http://www.polycount.com/forum/showthread.php?t=89682&page=2 so notice how the alpha contains a mask…