We are looking for someone that can sculpt really good clothing (correct folds, cloth), gear, accessories as well as having a good understanding of posing the human anatomy and facial expressions. This will be close to full-time work, so please ONLY apply if you have that availability. Artists must have these skills:*…
We are looking for a 2D Artist to help with Assets for our Mobile MMO Spellborne which you can check out here https://www.indiedb.com/games/spellborne. Qualifications: * 2+ years of experience in 2D and/or 3D art production * Excellent drawing and illustration skills * Experience with game production tools: Photoshop,…
Hey there! We are looking for a talented 3D Environment Artist to join Dark Stork Studios. This is a full time in-house position, please do not apply for freelancing/contracting or remote collaboration. Requirements:* Exceptional skills in 3D modeling and sculpting; * Basic understanding of human form and anatomy; *…
NCSoft is seeking a highly experienced Senior Animator to join its seasoned team of industry professionals led by key contributors of award winning massively multiplayer games. This is an exciting opportunity to work in a highly creative environment at NCsoft's headquarters in Austin , Texas . Requirements: Master level…
Can confirm this is happening for me too. It shouldn't be happening, but it might have something to do with it's order of transformations. Maya uses Scale -> Rotate -> Translate, and it seems as though in this example the scale is effecting the rotation axis. Picture it like a skew, Maya is applying the scale first but…
assuming you aren't applying the material to the shadow mesh (I've never done that, honest) it should be as simple as dropping the textures into the appropriate slots on the object material. it's loading some textures and interpreting them (seemingly) appropriately) - do the texture resources in godot look ok? for sanity's…
I am not sure if this is a fact but I would like Blender users to pls try this: Open a new start up Blender file, Set unit length to centimetres-metric. Add a uv sphere to the scene, add the wave modifier and press play on timeline. The wave modifier works fine. Notice the sphere's dimensions is 2cm for x, y and z axis. If…
I know this is possible because I did it months ago but can't remember how. So I have two objects each has it's own unique material. I want to combine them and have the new combined object have a multi sub object material applied. When I apply the multi sub object material I want it to populate the sub object fields with…
Hi guys. I have a problem. Experienced Max user here, and I was making a little stick grenade, just as a portfolio piece. Trouble is, I cannot for the life of me ge it to bake properly. Shown below are the low poly and high poly, along with the object names. The head section of the high poly has been split into multiple…
Try not to paint in your normal maps. Spend that time instead on learning to bake properly so you won't have to in future. Visible seams on the normal map as you show in your first picture due to UV rotation isn't an issue when you bake normals because tangent normals are relative to UV space, meaning it looks weird and…