Aside from general googling or manually looking up Indvidual studio websites for job openings, the only other site I can think of is Artstation (go to the career section). That being said "entry level" and video game job is a bit of a mismatch unless we are okay with defining entry level as "3-5 years of professional…
This is my first serious use of ZBrush after casually using Mudbox for a while. The reference is taken from the Metropolitan Museum of art's collection online. My goals here are to not only to learn ZBrush, improve my sculpting but my material definition as well. I will be going for photo realism. I am not sure how far to…
I made this effect in the UDK material editor. I'm pretty happy with the current state of the effect so it's time to get crit's I guess :D The material calculates the distance of each pixel to a plane defined by a position and a normal vector. Then generates a gradient which is used to mask a dissolve effect. [ame]…
anyone had any experience with virtools? it looks like with a bit of technical thinking an artist might just be able to make a game prototype.. but who knows. ive emailed em asking for a trial.. definately my dream to make a game without learning programming.. this seems to have some node based stuff going on, which might…
Hello guys! I'm creating a character based on the world of Final Fantasy XII (and tatics) aaaaand I created this weapon for her: This is somewhat how it's supposed to look like in the end haha and this is the modeling part: here I did all the base mesh in maya -------- I defined all the creases and increased the polygon…
I am sure this is very basic but I looked through the Material Compendium and although it is helpful in definning what the nodes do it is not very helpful in describing there common use applications. What I want is a ring of light to travel up a cylindrical mesh and then disappear. like a teleporter emitting a ring of…
&gnoop But what if I want to have details on the edges or on the surface if I import sculpted high poly into SP? This might probably be ok if you’re going for something cartoony/low poly style, which is definitely not what I’m looking for. Maybe I didn’t get what you were saying, could you please define your statement?
bout your maya comment i just read this comment and i think maya would be the go to since this user uses it and i do not atm. https://polycount.com/discussion/comment/2797577/#Comment_2797577 thomasp's comment. (rant: used to be a cool feature where we could quote comment the important post by its self and that is no…
I think it's more likely to be a set of transforms from a base mesh(ie vector displacement) than to be a pseudo volumetric object defined entirely by a texture(position/normal combo) You lose an awful lot of flexibility by not having UVs to play with (tileables, shader animation etc..) not to mention parity with vfx…
thanks for the replies. Right now I am messing around with DDO and on the albedo map I choose a dirt edge material but didnt see any dirt added to the edge of my model. Is this defined only by the normal map information or is it volumetric and based on the shape of the model. Or I could just being doing it all wrong all…