RNG Studios is looking for a 3D Character Artist to help fill out our new fantasy tactical game with both heroes and enemies. Your goal is to bring our character concepts to life through smartly detailed 3D models and textures in a small team, all while working remotely from the comfort of your own home. Requirements:* 2+…
For those who don't know CPMA is a Quake3 mod which has been in active development for over 6 years and has established itself as the mod of choice amongst the community, event organisers, and professional competition. We are currently working to take our game even further and to help with that, I'm turning to you guys.…
Greetings, my name is Teddy Bergsman Lind! My main technical abilities are 8 years of Adobe Photoshop experience (incl. 3 years of professional experience) [/list] 2 years of object oriented software development experience - Note: in five years I will graduate as a Master in Science with emphasis on Software Engineering…
I think those are nice improvements. A couple things that jump out to me still: can the stone wall and foliage closest to camera make use of a lower LOD? I think current gen games you would expect the mossy top and stones on the side of the wall prop to have geometry which defines the silhouette. For desktop and console…
Alright, I tweaked the contrast of the lighting from lit to unlit. I will say it looks a bit more realistic and smoother. I updated the model for the large central pillars. I figured out why it looked so "waxy", it was the normals. It was too smooth. I adjusted it and added some sharp corners. I also updated the materials…
Hello Sorry for this bad overpaint...:poly124: Try to keep the amout of polygons according with the required silhouete. In your model there are some flat parts with a lot of loops (2), the top of the head with a large courvature with 3 loops from de side view (1) and from the front view a lot of loops (4) Also there a lot…
Next gen does not equal giant textures for everything. In a real-time rendered game, all the same old rules still apply. Use textures no larger than necessary. In a real game situation, you will almost never see a 4096 texture on a single asset. This is a portfolio piece though, so you can be a bit looser with memory…
I definitely see where you are coming from, but something I've been wondering about is, should the customers really care about this? The costs have been ballooning over time, but is that increase proportional to the quality of games as viewed by the average user? Also, was such sharp increase in dev costs even necessary in…
Some kind of nice workflow between Blender's Cycles renderer and DDO would be a god send. I know were going from PBR to raytraced complex materials and that is a major pain, but it would be amazing if there was a preset within DDO and a blender node setup that would simply involve us plugging in the textures and having the…
Yes yes yes, locater16. That's just the kind of answers I'm very interested in:) Thank you very much. Now as a graphics programmer, when do you think we can expect virtual texturing to become commonplace? Why don't we see anyone but id try to migrate to this technology so far? Do you expect it to be integrated into next…