We're ramping up new projects and looking for a number of talented level artists to join our Ubisoft Toronto studio! As the Level Artist, you will represent the gameplay intentions as part of the graphic content of one or several game levels and ensure that the integration of the work is in line with the technical…
That's a cool idea. Makes me think of the pink stuff in The Abyss. I don't know what shader support UT2004 has, but I would try to Multiply a 2nd fluid-like map on top of the existing color map, using some sort of combiner shader. The fluid map could be red with a white wavy border along the top (multiply colors by white…
INDUSTRY GIANTS 2013: Visual Effects, Animation and Game Forum Presented by A Bunch of Short Guys October 19 and 20, 2013 DALLAS/FORT WORTH: 12th annual Industry Giants will be the biggest year to date as A Bunch of Short Guys have teamed up with Big Design and the International Game Developers Association (IGDA) to have…
Nothing really beats reducing polys by hand in any app. But there are some pretty good plug-ins available that do a pretty good job of reducing polys. I'm not sure what 3D app you're using but there is one for 3dsMax called PolyCruncher that does a pretty good job at not messing up your UV's, but can mess up the topology…
1SG *can* work if your entire workflow is synced up, ie: your baker and renderer using the same tangent space. Out of the box this isn't the case with Max, and it isn't the case with most game engines. If you're working on this model just to display in Max viewport and not send off to a game engine, you can use 3Point…
I belive that life can't negate itself, so the "purpose" if you are looking for that can't be one that can be furfilled or defined at a certain point it has to be a ongoing process. I personally see "life" a bit broader because I try to avoid these endless nitpick discussion (with myself to ) what is classed as life and…
i hope this question hasn't been asked before. maybe i'm a fool, but i coudln't find it. i've made a high poly model, separated it into sections, and zbrushed each part. i then brought peice by peice back into xsi and normal mapped each one, and then stuck all the normal maps together in photoshop and fixed any simple seem…
you're putting loads of time into awesome looking walls and a bridge and then the rocks and trees which take up 90% of your screen real estate look unloved and bland. the foliage is too saturated, and monochromatic. and makes the whole scene merge together instead as one blob of colour. when you do trees, try to use…
I am really happy for BA Games Art alumni Scott Homer who has now taken a post at Epic Games in Raleigh, North Carolina. [ame]www.youtube.com/watch?v=APSaMCcb-aM[/ame] I will add that to the list of companies our Alumni now work or have worked, "gotta collect them all", I knew my Pokemon skills would come in handy one day.…
Hello everyone, my name is Ragnar and I live in Sweden. I am very new to Polycount, but really glad that I found it! I have spent countless hours on creating levels for about 5 years, especially on the Far Cry titles. During the past year I have felt that the maps I want to create, are surpassing the limits of what can be…