The first thing that stands out to me is the colors are different. I would suggest picking colors directly from the reference, and filling your art with those. The next thing that I see is proportions. The reference face is shorter overall. One trick I like to use is to put the reference and the art right next to each…
Character TD/ Rigger Do you possess that rare blend of art and technical talent? Do you possess intimate knowledge of the human anatomy that you can call upon to create realistic skeletal rigs? Can you create rigs accurately in a timely manner? Are you knowledgeable about the Maya API and can create tools and MEL scripts?…
EA Mythic, home of a multitude of Polycounters, is looking for two artists. We're flexible enough to look at both experienced candidates, and folks new to the industry. These are potentially both great entry-level positions if you're looking to "get your foot in the door" (although we prefer experienced, technically…
Wolfire Games is looking to hire a character animator for Overgrowth (currently available on Steam Early Access). We are looking to hire someone immediately, full time or part time, for 1 month. Your responsibility will be: * Create new animations for existing rigged character models * Create animation variations that…
Hey guys, I am a solo developer looking for someone to rig my character for an adult game. My main goal is to have a skeleton and skinning + face bones. I have 2 characters and my budget isn't really big. The skeleton I'm looking for is humanoid like in Character Creator 3, but I need someone with a lot of experience to do…
I personally like the set with the giant skull more. I kinda like how big everything is but at the same time I would suggest to maybe try scaling some pieces down a bit since he still needs to look pretty agile. If anything its worth testing out just to see if it looks any better or worse. I'm also working on an Ursa set…
If you are really set on becoming 3D generalist, just a heads up, it's going to be a long hard road. Right now your reel has a 'Jack of all trades master of none' kind of feel to it. Most of us pick one or maybe two specialties, and devote ourselves to it. There is a saying that it takes 10,000 hours of practice to become…
I'm coming at this from the rigging/animation standpoint and what would work best for things that are delivered to me. It's mostly a model by model basis for me. If we're discussing the one above then I would say there are too many tri points where there could be quads. Which at worst would make skin weighting a little…
Next up was rigging. This is my first non-skeletal rig, as well as my first rig with custom controls. Rundown: Front autocannon actuates by rotation of a 2-axis control (represented by a pistol icon). Manipulation of the control rotates and pitches the gun, and rotates the lower camera array in sync (the camera array does…
Everything was going great until Marmoset 1.10 tore my rig and animation to pieces. I spent 2 days following this tutorial to rig my creature in Maya http://www.digitaltutors.com/tutorial/1371-Rigging-Quadrupeds-in-Maya He uses some kind of "flexi" rig system that relies on nurbs deformation and even a bit of n-hair I…