SUMMARY TRIGGER is looking for a DIRECTOR OF 3D, a senior-level department manager that will define and guide the 3D teams that contribute to our high-profile augmented reality, mixed reality and virtual reality experiences. This is a full time salaried position in our Los Angeles office. REQUIREMENTS * Experience hiring,…
Hello, My name is Alex Kolakowski and I am a Character Lead at EA currently. You may have noticed this posting on Artstation but I wanted to make the Polycount community aware of this role as well. Strong Sculpting and Zmodeller skills are a major plus for us. Texturing in Substance Painter and baking in Marmoset are also…
Sure, but probably not before we evolve some single unified political system, unified language, unified religion, and unified choice of beverage. People like their Pepsi/Coke arguments too much in this industry.
We are making use of Unity game engine. Right now we are kinda skipping ahead and we are sorry for this, but we need to make sure we grasp ourselves the direction we want to go before we decide to delve into explaining the inner-side of things to all of you peeps. So please bear with us. Hope you understand. Here are some…
Thanks for the great feedback, Tjtas! I'll go over this point-by-point: I'm a fan of dDo Legacy as well - I actually use it concurrently with dDo2. :smile: I use dDoL to create masks that I load up into dDo2, so I get the best of both worlds - procedural texturing using scanned textures. Regarding your mesh loading issue -…
Nice! 2 comments though. Maya LT has no poly limit for game artists, and that is a huge deal to me. I know, I have complained loudly about this before... just sad to see the 100K limit is still there, because I feel it is behind the times, especially with Modo now exporting instances and replicators to FBX and Unity and…
I would say go modular - though not with 1 meter wall slabs. I would do a couple of walls and see which walls could I reuse in other sections of the house. A modular pipeline would allow easier navigation around the scene, would probably take less polygons in areas, and as previously stated re-usability of assets; for…
hey guys ;) i had hard time to create the best matcap ever to bake normal map in Zbrush. the normal maps shown into the last video i posted here, was technically entirely wrong, which is not the case right now The most important for any normal map that i create from Zbrush, is to make sure the normal map will 100%…
Thanks for your replies. Actually I got more energy to work on this by your positive comments. Once this shader finished,I'll optimize and clean it (it is really messy and not suitable to share right now). There are lots of features missing (like the haze effect and so on) and I should make 'em all. (-: :-)…