It sounds cliche but be yourself. If they are bringing you out to the studio for an onsite interview then you at least know they are really into you and dig your work. Don't fret and don't over prepare. I did my first on site interview about a year ago and it netted me my first full time job. I fretted a bunch and tried to…
Here's a condensed version of making a simple flickering light using light functions: Has to be a dynamic light - Move/Toggle Create a spotlight MOVEABLE In the content browser, create a new material In the materials properties, look under Material settings, set Blend mode to Translucent and Lighting Model to Unlit Under…
Wilex: I appreciate it, and finally here are the UVW's. So, I have the UVW's done. I showed my Uv's in max and in roadkill uv on the left. The workflow I used was basically bringing more complex geometry into unfold3d magic for cutting and initial unwrap. Then using the pinning technique in Roadkill UV to tidy up any…
20 - "When editing geometry in a subobject mode, it is very easy to select other meshes by accident. This can be very annyoing when trying to work on a specifc piece of geometry and you keep selecting the geometry behind what you are working on by accident. This behavior is also problematic when you want to clear your…
### Job Opportunity: Technical Expert for Non-Profit Game Development I'm currently developing a non-profit game aimed at helping underprivileged kids through fun and interactive learning experiences, with a primary focus on improving women's literacy. I'm seeking a talented technical expert to join me in bringing this…
For technical art you don't need to animate, but it helps to understand their fundamentals (also generally you need a very strong understanding of technical 3d fundamentals). Creating a solid rig from scratch i guess should be a very basic thing, so it should be expected from a tech artist. The advanced rigging solutions…
TL;DR version: It's all WIP! Don't worry, we totally agree about the gameplay stuff here. One of the key things about that demo which we wanted to fix back when it was done (May '09) is that the enemies/friends are really hard to distinguish. We've got a few different solutions to this already implemented and being tested…
I have to say that I was kind of excited about this scene, but you lost me on the way. :/ You were off to a really good start by making the thatch roof more interesting, for example, but somehow you seem to have lost interest in properly detailing and texturing the closeup of the hut. The perspective is hard to read,…
@D-boy - No worries dude! I'm not the most knowledgeable on the subject, but Cryengine has some great solutions to indoor light. Bare in mind that I only have a working knowledge of this stuff, so I may be VERY wrong.. :P TECHNICAL STUFF THAT MAY BE WRONG - Firstly alot of the ambient lighting is done using "vis areas" a…
My unwrap workflow for the last few years has been a combo of 3dsmax/Headus/Zbrush(seamless switching with bridging tools so it's like having all 3 sets of tools available in 1 package, essentially. Using all/none/or some tools from whichever toolset makes for ultimate flexibility. But Max's unwrap tools have gotten a lot…