Kabam is growing and were growing quickly. With offices in the Bay Area and internationally, we are growing at an exponential rate and this is just the beginning. Were building games that are changing how social games are played and the success of our games has established us as a definitive leader in the strategic…
Sproing is Austrias leading developer of Free-to-Play online games, serving multiple platforms. Since our foundation in 2001, we have built a reputation of high reliability and high quality in developing our games. The studio is currently working on several AAA online games as well as on great console and mobile games,…
Mothership Entertainment is growing quickly! We've just completed our playable prototype and we're looking for another qualified artist to join our environment artist and help us build the prototype into a great-looking game. We've been using Unreal Engine 4 since the beginning of November. The ideal candidate will be able…
Studio Wildcard, creators of the smash indie hit ARK: Survival Evolved, was founded in 2014 by industry veterans Jeremy Stieglitz and Jesse Rapczak. ARK is the most successful Steam Early Access and Xbox Game Preview title ever and continues to break industry records on consoles and PC. We are looking for a skilled VFX/…
UE4 Developer/Programmer Visual Purple is seeking a UE4 Developer/Programmer for full-time on-site
work at our San Luis Obispo, California office for on an unannounced VR FPS.
This is a staff position, and will also entail helping with the company’s
various other game projects. The ideal candidate would have experience…
Remedy Entertainment, the creator of Quantum Break®, Max Payne®, Alan Wake® and Death Rally® and one of the leading independent game studios in the world is looking for a Weapon Artist for a key role working on Remedy’s projects. As a Weapon Artist, you’ll be part of a team creating high quality 3D weapon assets that…
We are a group of artists and game developers making the games we love to play! we are currently looking for multiple roles for our project! Taking place in a broken galaxy, you uncover a mystery hundreds of years in the making, now, you must travel across the galaxy, in hopes to destroy an oncoming storm... a new enemy...…
Two important things that you haven't shown: 1. The material graph 2. The UV's of the tree If the material is applied to UV space, you have to fix the UVs. If it is applied world space you fix it in the material graph. Once you pinpoint the problem then fixing it is just a few easy steps. It's common stuff so you can…
Yup I moved them and reimported and that took care of that issue. Let me ask you something in regards to the materials. Lets say I have 3 different materials for each building. So Bld A has 3 different texture maps...one shows the buidling in brick, one shows it in wood and the other is stone, just as an example. Whats the…
if i export all my highpoly separately according to material definition(which i always do anyways), wouldn't applying vertex color to highpoly become redundant ? also, applying vertex color would mean importing a dense highpoly mesh back to maya/max is a hassle. the base color u see here was baked in xnormal pretty fast.…