Hey Polycounters ! I recently made a new tool for the "face weighted" normals workflow in 3DS Max: https://youtu.be/yzfgRYphbJs A fast and non-destructive solution for real time hard surface modelling using chamfers and custom vertex normals.This is a very versatile tool that will greatly help you dealing with "medium…
I posted this on my blog deal. Figured I'd repost on here since aside from my Mom (I hope) I don't think many people here visit my blog. I would really love to hear what all of you on here have to say about the subject of art time vs/and relaxation time. C&C would be great. Artists are a motivated breed. Well maybe not in…
Zindagi Games has an immediate opening for a talented and creative MOBILE Art Director, with a proven track record, to join our studio and lead our mobile team in creating successful and innovative games for mobile markets. Were located in Camarillo, California... just minutes from the ocean- midway between Los Angeles…
Technical Artist Red Storm Entertainment is seeking a highly skilled and seasoned Technical Artist to join The Division team. The ideal candidate has a diverse art and tech background, with a passion for assisting the team in realizing the engines potential. Responsibilities: · Design, implement, maintain and document the…
Hello there, Mountainwheel Games is a team of talented developers who share a common goal of releasing the highest quality indie games possible. We strive to achieve this goal through hard work, cooperation, and communication with our fans and followers. Stone Rage is an online third person multiplayer action game set…
The Build/ Release Engineer assists the Dev Ops team in promoting the efficient management of digital assets to ensure their integrity for our games in development. Under the supervision of the project’s lead programmer and producer, the Build-Release Engineer manages build processes; file storage and software…
Hey guys, On the project I am working on right now I found myself going back and forth to the Maya Grid Options quite a lot. After a while I found it really tedious and time consuming. At the same time I find the window size way too big (and it also shows too many options that you set once and then you forget about): so…
Hello Polycount! Here is an article/tutorial I wrote yesterday and basically it's about creating a turbulent-like movement for particles without using a vector field or similar. It felt better reposting it here rather than just linking to my website (good or bad idea? layout got worse). I'd love to hear your thoughts, if…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…