Are you passionate about video games? Do you want to keep progressing in an exciting, young and dynamic environment? Gameloft is currently seeking talented High-Res 3D Artists to join our Cinematics team. Gameloft is an international developer and publisher of video games for mobile phones and consoles. Founded in 1999 and…
I work under Maya 2009-64 bits. I am rendering some occlusion map and would like to improve my work-flow. __________________________________________________________________ My first problem is about connection between objects. I noted that : if I do not connect objects together, work with piece of puzzle for building my…
Pixel Squad is looking for a talented and experienced concept artist interested in working on our upcoming tower defence game entitled Crime Corp. We are a self funded startup and we can offer cash, revenue sharing, or a combination of the two as compensation. Task description We need a set of character icons, with the…
We're a group of people with a common goal, to make a fun game. We've secured a next generation engine (Reality Engine) and have been developing our title for the last few months. We're looking for volunteers, like ourselves, that are looking to develop a fun game. Either it be for a mesh or for the long run, any help is…
Hi everyone, I'm busy making a next gen gun (almost finished). But I'm having problems with my normal maps & symmetry in UE4. I've used photoshop/quixel for texturing / normal enhancement & 3Ds max for everything else. I know the number of normal/symmetry threads is already over 9000. But I can't seem to find a solution by…
Hello to one and all viewing this thread... As this is going to be more of a personalized thread, i feel introduction about myself is essential. I'm Loghesh, an Electrical Engineer brought up in India. My goals as far as career is concerned, dramatically changed during my college days when i started to make Rom hacks for…
Definitely lod hard surface stuff by hand, it's not worth the hassle of using autolodders Your basic aim with lodding is to ensure that you never have a triangle on screen that is smaller than a pixel - that's the point where things become inefficient to render. As such you will likely want to drop thin bevels at the first…
This is what's been done since the last update :) - made the trees again from scratch, wasn't happy with the previous ones - made the landscape material tesselated, although tbh it didn't really make a significant difference without looking strange - filled out the area between the road side and the house using rubble pile…
For 2, there are some performance considerations depending on your target platform and renderer that change the types of polycount you can reasonably achieve. For desktop and console GPUs using deferred renderers the rasterizers drop off in efficiency when there's more than one triangle in a 4x4 block of pixels on the…
Thanks, interesting lesson. I can certainly see the benefits of using zbrush but I`m wondering how long that would take to do. He created 10 different brick models in zbrush for variation. Then put them on a grid and used small stones modelled for extra detail. I`m guessing but it looked like a good days work for one…