Howdy all, Cowmaster Studios is looking to put together a small team to work on a mod in the UDK. I am the projects director and level designer. I have industry experience as a game designer and have seen professional projects through to the end. Below is an example of where the project currently is: [ame]…
Hello everyone I'm a student programmer and kind of new to modeling. Well I have played with 3d software for quite some time but never really got myself into doing some real modeling. I joined this forum in order to interact with other artists and learn a thing or two. I'm mainly interested in the japanese style of…
TimeGate Studios, developer of the award-winning F.E.A.R. Extraction Point and Kohan series, is looking for talented and driven Senior Animators to work on its current line of next-generation products for major publishers. Projects in development include the Unreal Engine 3-powered Section 8, a team-based first-person…
Hello all! I am a 3D artist with over 4 years of experience in the industry and with the unreal engine. I specialize in character/creature modeling and texturing with a realistic style. I have no problem doing other graphical styles along with any technical budgets. I'm good with material and shader creation in the unreal…
The questions are very context specific. There are different answers for a open world game to a top-down dungeon crawler to a closed circuit racing game and so on. What i would do is open up some free projects/games that have editor access and take a look at those. There are a few SDKs or mod kits on epics store and you…
To be clear, the metalness workflow itself is not "PBR", its not mutually exclusive or inclusive to the concepts of physically based rendering. It is simply a method to pack textures inputs to save on memory, while providing a fail safe for implausible materials. Yes, working with the metalness workflow has certain…
I hope this isn't derailing the thread, but im currently also in the process of putting together a component list for order next week. Its been about 5 years since i put a fresh PC together, and im finding myself rustyer than expected and crosseyed from shuffling this list around. I have a $1300au budget, which when i…
Instead of screen upon screen of movies which's origin shall not be discussed further, how about giving some must watch movies. Not wanting to sound like a dick, but it's kinda hard to gain anything out of that aside from "wow a lot of AVIs and MP4s"... One of the most holy shit movies i have ever seen must be Festen (the…
My biggest issue I've had with most software pricing is that it's licenses are either prohibitively expensive one-shot payments, or you essentially hand them infinite money. I really don't cotton to the idea of "Products as a service" because of the fact that how it's been handled (with the major exception of Epic) is "You…
I've worked on linear and non-linear games and find that the linear games are more involved, and you work on far less of a total space as an artist. In my experience Linear:* Tasked with a specific area of a specific map OR you're tasked with a single map. You'll work on that map for the entire product of the game. Only…