Cinematic Modeler (In-House Contract) Blizzard Entertainment is looking for a talented contract 3D modeler/texture artist to assist our cinematics team. The cinematic modeler will be skilled at realistically modeling and texturing high-polygon characters, sets and environmental elements for use in our famed cinematic…
I am starting out to learn modeling in 3ds Max. I am trying to model a hard surface object that has smooth curved surfaces as well. I am working on a gundam model (from gundam seed series). Here is the link I am not sure if I am doing it right so I would be really grateful of you nice fellows out there sort of shed some…
Trion Worlds is seeking an exceptional and passionate Character Artist to help drive the development and look of future characters and creatures for RIFT. RESPONSIBILITIES Research, develop, and help with designing characters and creatures. Modeling, UV mapping, and texturing of characters in both high polygon and in game…
A Hunter BOW (Bio Organic Weapon) from Resident Evil This is a project that I've been wanting to do since I first started working in 3d almost 7 years ago. At the time I was playing the Resident Evil Code Veronica and these creatures caught my imagination. For some reason I've always loved the design of the creature. I…
So I am attempting to do some practice sculpting before starting on my weapon for the contest, and I made a nice (or I thought it was) model in Silo to pull into mudbox and practice on. Well, I can't get it to import still, 2 and a half hours after I've started because of these t-edge things. Of course I had no idea what…
Positions offer hybrid assistance perks, meaning it's possible to WFH for 2-3 days per week from the beginning, though the offer may vary depending on a variety of reasons. At the moment applicants currently based outside of Europe are less preferred for the position (relocation assistance is very difficult to spare right…
Hi, So I began to do some housecleaning on my mesh since I realized it has too many polys and needs to be simplified. I saved a new copy of my mesh to be turned into a low poly shadow of its former self... But I'm running into problems. I'm selecting unneeded edgeloops and getting rid of them with the Delete Edge/Vertex…
They always had sort of weird perception of what is convenient and important. In both Painter and Designer. Like they live in some other universe with its own game industry . Lots of features I never needed and lack of things I actually need every day and have to invent workarounds . Using material ID as a polygon…
USD - Houdini to UE4, now onto testing Maya/Blender/3DSmax/Nuke and so on.....back soon with updates :) We have been testing the USD pipeline, we really hope to role it out this year across all the software. It is working well across Houdini to UE4. We have an issue with Maya's preview material which is destroying the UV's…
people should be displaying the vertex count of an object anyway... and showing a wire-frame. Triangle count, quad count... who cares. It's the vert count that matters. But most people are going to want to see "tri-count" because most people are from the days of game dev where everything had to be triangulated. But if your…