Hey all! I am working on another project for my portfolio, this time a creepy house! This is what I have so far for the concept. I modified an existing concept and then created what I think the back should look like. Any suggestions would be great! <my perspective is poop>
Hey guy's, I just wanted to let everyone know that we are looking for a skilled character artist here at ID. Please only seasoned guy's submit, as this is not a junior level position. Thanks Spark P.S: If you have any questions, just hit me up with a pm in here. Position: 3D Character Artist Project: Unannounced Applicable…
Just wanted to send a congrats to our fellow Polycounter Struve, in joining the Id team:). He is a great artist and good guy, and I know will be a welcome addition to the already awesome team of talent there. Congrats again! Spark
Hey, friend of mine has got a problem with a 3dsmax tool he's attempting to create. The tool is basically supposed to flatten a 3D Mesh into its seperate UV chunks, similar to the "Morph UVs"- function in ZBrush. The problem occuring is that the mesh vertex IDs don't match the vertex IDs of the UV chunks, which forms the…
Want to be part of the next big thing?! We are currently looking for talented, experienced developers to join our team at id Software in Richardson, TX. Check out our website for a full list of open positions - http://jobs.zenimax.com/index.php?a=info&d=idsoftware
What is a Material ID in 3ds Max? Every now and then I am prompted with a window asking if I want to match the material with the material ID when attaching objects. I have read the manual but I still don't understand. The term comes up quite a bit making me feel it has importance...
id software is looking for top notch environment artists, designers, and programmers. You can see a full listing of openings here - http://www.idsoftware.com/business/jobs/index.php or send your resumes and portfolios to jobs@idsoftware.com. id Software is located in Dallas, Texas. These are full time on site positions. If…
When I try to bake ID map in Substance Painter it goes out completely black. I tried obj and FBX formats. I tried detaching all polygons with different material ID's to different objects. All this in 3ds max. The rest of the maps (normal, cavity, AO) are baked properly.
I was watching 3DMotive's Baking Normal Maps - Tips and Tricks this morning, and Alec Moody described Max's Material ID Projection for normal map baking. It sounds pretty sweet, but I can't seem to find a Maya/XNormal equivalent (it's for work, and work doesn't use Max, so I'm stuck). Does anyone here know of a good Maya…
I have a model that in Max has multiple textures and multiple Material IDs. I am told that UE3 will handle this with little to no problem. What I can't seem to figure out is how to associate Materials made in UE3 to the material Id's specified in Max. Won't I have to rig up a separate material for each ID in UE3? A shove…