Department: VFX Location: Remote - Must be in the UK Reports to: Management Team Job Description ● Responsible for delivering final VFX work for high-end features and episodic ● Working to develop and interpret the client’s creative vision, providing creative solutions whilst keeping within budget ● Key point of contact…
Dear Community, You voted and we listened! So as promised in our forum announcement please find below a link to our DEV VIDEO on our Weapons and Hit System. [b\ADDITIONAL DETAILS:[/b] This video is best viewed in 720p for maximum quality. Show your support and help us get on STEAM using GREENLIGHT ]Vote for us on…
Hi everyone, I'm creating a game asset that includes a bulb. My question is: should I make the bulb double-sided in both the high-poly and low-poly models?
Turbo Squid has a good checklist for their Checkmate Pro models: Here's the copy and pasted list (got the info from here, http://support.turbosquid.com/entries/20203606?locale=1 : 2. Standards for 3D Model Inspection 2.1 Geometry 2.1.1 No isolated vertices 2.1.2 No coincident vertices 2.1.3 No coincident/coplanar faces…
Ok there appears to be some confusion on both sides because I'd initially thought you're already defining secondary shapes whereas now seems as if you've begun this model using a dense high poly grid, instead of following a conventional polygonal workflow regardless of whether your end goal is either creating a game asset…
Your stuff is awesome, I also think you shouldn't have problems getting a job. The only thing that stood out for me was that you included process gifs. Personally I think they're really cool and insightful, but for some reason I never see pros include WIP shots in their Artstation projects? Maybe someone who's working in…
:Gelmir, I have the floating geometry included, the floating circles are Object001 and the High is the chamfered box. @Eric. I tried disabling and enabling "Hit Only Matching Material ID...as well as assigning a default material to it. On a side note...when I only bake the low poly box and the floating geometry it…
Hey Moosky, welcome to the Polycount boards. It's always nice to have new people discover us. At the moment it doesn't like you have included any screens of your work in your post. If you follow the insert image link when you make a post you can include links from websites such as Flikr, Photobucket and Imageshack. Hope to…
Lots of drama including legal stuff that led to a split of massive black and CA.org which includes not paying people profits from tutorial videos, and a ton of other messy stuff. But yes what people have been telling you is correct. You need to train your intentionality and base level skills. Stop drawing on auto pilot,…
Update! It turns out using surface shaders are what's failing, not the structured buffer conversion: This works just fine: CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag #pragma target 5.0 StructuredBuffer<float4> Buffer_A; This does not: CGPROGRAM #include "UnityCG.cginc" #pragma surface surf…