Posts by kleinluka
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nice i love it
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It's much easier to get a work visa for Canada than for the US. It's not easy, but by far not as difficult as the US.
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We are looking for people big time in Montreal.
I'm gonna post the official requirements to give you an idea, but they don't necessarily apply in its fullness so don't be scared and send me your portfolio (.zip or website) and resume if you think you have what it takes. We are also hiring people from overseas.
3D Modeler
-Minimum 4 years of experience in the video game industry
-Ability to build compelling and realistic 3D objects from concept artwork
-Extensive knowledge of 3D Studio Max and Photoshop are required
-Texturing knowledge is a must
-Ability to work in real time
-Desire and ability to work in a team
-Must be willing to take art direction well and perform projects as assigned
-Passion for video games and the desire to have fun at work!
Texture Artist
-Minimum 2 years of experience in the video game industry ;
-Ability to build compelling and realistic 3D objects and textures from concept artwork ;
-Extensive knowledge of 3D Studio Max and Photoshop are required ;
-Texturing, assignation and mapping knowledge are a must ;
-Ability to work in real time ;
-Strong illustration skills ;
-Desire and ability to work in a team ;
-Must be willing to take art direction well and perform projects as assigned ;
-Passion for video games and the desire to have fun at work!
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Yeah but that one would repeat like crazy cause it just duplicates one part of the image and places it somewhere else so it blends....
i usually just do Filters>Offset and then use clone or healing brush to fix seams...
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yeah me too. leave the lighting
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We have a texture bank at work and also many people bring in their personal texture source...I just recently got like 6 GB from the ghettos and industrial areas of Detroit. Pretty awesome stuff.
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I love it.
I'd make the teeth less yellow and more whiteish with blood on the ends

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What are you using to render your nomal maps? Try Kaldera.
Also make sure you don't have anything that you want in your normal map modeled in a 90° angle. If you want your normal map to have depth - like lets say you wanna normal map a box onto a flat surface. You would have to scale down the top row of verts so the thing is a bit angled and then render it to normal map.
Here's a quick image I made to explain this...
[Blocked Image: http://kleinluka.morphew.de/misc/normalmaps.jpg]
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Quote from rockdude86
the only thing the unreal editor isnt superior in when you compare it to hammer is its texture aplication tool
but he who cares about aligning all that base geometry right :wink:hows that any better in source? I find the texture system HORRIBLE in source...it gives me nightmares!
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I am pretty sure Unreal 2 Ed allows you to scale a mesh inside the editor (unlike Hammer) so if something is out of scale, you simply scale it right in the engine.
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There was once a really long post here,.... but now it's gone.
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it would help if you linked to a high res image of the normal map
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Quote from DaanO
Well, i got myself a good book just about Photoshop, not specifically about texturing. Like ginsengavenger once said, a lot can be learned by just fiddling around in Photoshop and practising a lot, but there are some advanced techniques that need to be taught. I really agree, that's what books can be useful for. So i would most definately not get the book that is just an introduction to Photoshop but i'd go for the most advanced book you can find. As long as it is about making textures for levels. CG Texturing is just something different, i doubt refraction maps will be used for levels anytime soon.

Actually texturing for movies and texturing for games (next-gen) is not THAT different anymore. One of the major differences is that you are restricted by resolution and memory sizes in games and that everything has to be able to run in real time and on different hardware configurations whereas in movies everything is rendered in layers and you dont really have to worry about all these things.
However, games are already using refraction and more advanced shaders TODAY. There's no real difference between "texturing levels" and "texturing objects" anymore because objects/meshes/props now make up the biggest part of architecture and visual detail in levels. The only BSP textures I can think of right now would probably be flat walls/grounds/ceilings that tile.
Things are changing really rapidly in this industry, its quite amazing. If you don't adapt and stick to old skool game art, you'll be left behind VERY FAST.
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Everybody gets mentioned on PHL these days if they really want to. Remember that mod that managed to get a screenshot of a fence on there?
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He's busy joining us.
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even if it did get pushed back because of sales strategy (it probably was), that doesnt mean they arent working/polishing it anymore..
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yeah, physics engine.
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Meqon looks like a physics engine, not game engine