Interested in working for an
exciting company that is redefining the way people play video games? Interested
in working for a world class company in a fun, and rewarding environment in
Madrid? Then Gameloft is the company for you! Gameloft Madrid is currently
seeking a Lead Vehicle Artist specialized in vehicles and…
Were looking for both a 3D Artist and a Game Programmer to join our team in Toronto, Ontario. If the idea of working on real-time 3D games within a tightly knit team excites you, then send your application our way! You can view our website here You can see our latest Polycount Thread here 3D Artist Clapfoot Inc is…
To apply, use this link and click on the 'apply here' button: http://www.dovetailgames.com/vacancies/2015/jul/21/3d-vehicle-artist-vach011 Role title: 3D Vehicle Artist Reports to: Lead Artist Department: Flight Base Location: Chatham Overview of Department The Aviation team are recruiting to deliver the next generation of…
[FONT="]YAGER is an independent developer of computer and video games based in Berlin, Germany. We are specialized in the creation of AAA, multi-platform action experiences, for a global audience. Attention to detail is a hallmark of our development; from refining game play to the point of excellence, to instilling…
This is a project we are doing for our final year at The University Of Hertfordshire The team: Joshua Khusal: Environment Artist Benjamin Lane: Environment Artist Georgia Jeffries: Character Artist Adelaide Coldham: Animator Freelancers: Matt Jenkins: Rigging…
I love it when the concept artists are obviously starting their concepts in a 3D modeling package, there is far less "2D cheating." I blocked the concept art out using 3ds max's Pespective match tool and projected the concept art onto the blockout mesh: Onto the highpolies for some of these things, and some low ploy vertex…
Awesome work guys! Can't wait to see more of the game fleshed out. Several years ago, I couldn't imagine visuals like this runnin in realtime. Mad respec', bro.
Recently I've been revisiting the texture naming convention currently in use, and I'm at a bit of a crossroads. While this has barely any impact on the end user (modding/asset extraction aside), it has a huge impact on UX. Currently used naming scheme allows for quick identification while consisting of only three…
is there a way to switch back from proxy to mesh for all the proxies and with respct to their original location ? i switched to another pc that can handle some extra polygons