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Found 3 results

  1. Please apply through the following link: http://gr.8job.co/I1hm8HB3 Founded in 2010 by the original creators of the Call of Duty Franchise, Respawn was created with the philosophy that when talented people have creative freedom, they'll make extraordinary games that achieve the unexpected. Our shipped titles include critically acclaimed multi-platform games Apex Legends, Titanfall, Titanfall 2, Star Wars™ Jedi: Fallen Order and Medal of Honor: Above and Beyond. You can learn more about our studio and values at respawn.com/studio. In collaboration with Lucasfilm, the Star Wars FPS Team is developing a new AAA FPS in the Star Wars galaxy. Inspired by classic titles like Dark Forces and Jedi Knight: Dark Forces 2, our story-driven single player game is being developed from the ground up leveraging the power of Unreal Engine 5. We’re combining this inspiration and technology with Respawn’s pedigree for making best-in-class shooters to deliver a brand new experience our players will love. We are looking for an experienced and knowledgeable Senior Technical Artist to join our Star Wars FPS team. This role is for a specialist in procedural content creation and tools. Our ideal candidate has extensive experience building tools and pipelines in Houdini and enjoys the challenge of empowering art teams with flexible tools that adapt to change. If you thrive in procedural node networks and want to help build a galaxy, we’d love to hear from you. What you'll do... Develop new procedural tools and help build new assets, locations, and empower our art teams to do innovative new techniques. Collaborate with Environment Art, Character Art, Level Design, VFX, and other disciplines to automate repetitive processes. R&D and evaluate new procedural tools and adapt them to our project, including new features in Unreal 5.2. Establish and maintain best practices, quality bar, pipelines, and documentation. Work with engineers, artists, and designers to address game performance and memory usage issues. Constantly raise the quality bar, develop new solutions, and streamline processes. Ideally, you will have... 4+ years of games industry experience as a technical artist or other technical discipline. Portfolio that shows relevant technical experience in games (tools, pipelines, etc.) A deep understanding of Houdini and Houdini Engine. Secondary experience with other tool sets like Blender Geometry Nodes is a plus. Strong scripting experience in Python, VEX, HLSL or others is a plus. Experience with Blueprint scripting is a plus. Strong understanding of pipelines and how to design and optimize them. Ability to own a challenging issue and find practical solutions. Strong understanding of game engines and art integration as well as corresponding technical restraints. Experience addressing game performance and optimization, ideally in Unreal. Ability to both receive and deliver constructive criticism. If this opportunity sounds like a great fit for you, please submit your resume and portfolio and we will get back to you once we have reviewed it. In addition to opportunities for creative impact and professional growth which come with being a member of our team, working at Respawn has many other perks and benefits! Learn more at respawn.com/perks. Please apply through the following link: http://gr.8job.co/I1hm8HB3
  2. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
  3. Hi, Unreal engine has a standard skeletal mesh they use for the default car rig- its set up a certain way with a set hierarchy and joints facing a certain way, Im trying to make it so i can import-modify-export this car rig through houdini using fbx. Ive managed to import it and then export it again getting the same thing, but im having trouble changing the rig in houdini before exporting.Im not very experienced riggng in houdini. Ive attached my hip file, this exports to unreal fine and works with their car physics component, but... 1- I dont know how to change the bind pose on the rig. I want to move the wheels forward or back in houdini to fit another car., i move the bone and capturedeform moves the wheel, but when i export the fbx the wheel goes back to its original position, it seems to be exporting the bind pose. How can i change the bind pose? 2. I want to attach new geometry to the rig but im unable to, the capture regions for the wheels dont seem to work? I probably dont even want to use capture regions- i want to do a rigid bind based on groups, im unsure how to do that. How can I bind new geometry to the rig? If i could make it work i could make a super useful hda to get cars into unreal. any help/suggestions would be awesome! unrealcar_01.hiplc
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