Lionhead have been making ground-breaking original IP since the late 90s and are still going strong almost 15 years later. Due to their continued success, they are looking for an exceptionally talented Junior Character Animator to join their team on a long term contract to work on a cutting edge, genre-defining new title.…
These are just my thoughts, the shoulders look a bit too narrow. Fatter guys typically have decently shaped legs because they carry all that extra weight around. I'm not talking about needing defined muscles, but the flab above the knee, and cankles are a bit much for a character this sized. The knees are too large. The…
With the metalness workflow, the metallic texture defines where you have 100% reflectivity (metal - white) and 4% reflectivity (non metal - black). The albedo is just defining the color or the reflection, and not the intensity of the reflections. So if you want gold for example, then first you need white in your metallic…
Congrats on the release! I picked it up tonight! I have two feature requests that would really speed up the workflow I developed using the beta: 1) A preferences checkbox to ignore the Export Path and automatically dump out maps in the same directory your initial map was loaded from. This way users don't have to manually…
Most of my tests stayed symmetrical throughout, there was the case where I created a cube with sub divisions where it would not be symmetrical (triangle wise) at first, but as soon as I start moving verts but keeing it symmetrical the invisible edges would become symmetrical, on the non planar edges. So then I tried…
Looking pretty cool; you're getting into some of the secondary forms a little bit early with the cloth. Finish blocking out the major forms first. His head needs work. -Needs a stronger chin. -Eyes should probably dropped in as a separate mesh so it's easier to sculpt around. -Missing those sharp angles that defines his…
Here here to that man, one of many square enix defining moments for me too. One thing always bugged me about FF's and that is that the most epic boss fights are always hidden. I only recently got 100% in FF XII - and fighting yiazmat was definately the most epic fight in any rpg i can remember. Despite having a full set of…
If this is for offline rendering then Proxies are definately the way to go (i would recommend Vray proxies). We have had tens of billions of polygons in max using proxies. Mostly foliage. If you can keep the variety of foliage down to say 4/5 different types of tree or leaf etc then that will help with render times. 6000…
Ashmans quite right, so I posted a few crits myself; Topology isn't very good at this moment in time. The chest is somewhat unorganised as you have five sided faces on the upper torso. These edges should continue to meet the other side and keep the flow. Their is lack of detail in the face. You've used way less poly count…
The Boss: You bring up one of my most favourite games ever, Shadow of the Collosus. Its brown and green, hell yeah it is. But the palette is used in a context that doesnt consist of details ontop of details covered in detail sauce. I think the art direction calls for a very diffused yet contrasty palette to help enhance…