Hi-Rez Studios is hiring an experienced Senior Character Rigger to work at our studio in Alpharetta, Georgia. At Hi-Rez, you will have an opportunity to be part of an innovative environment that embraces new and different ideas. We are a passionate and enthusiastic bunch who love video games. We have incredibly talented…
[EDIT] Thank you for your emails! We have chosen a rigger for this project, but hope to hear from you all next time a project comes around. Hello Polycount! We are in need of a rigger for a project looking to release a rig online for animators to use. IK/FK controls, bendy controls on the arms, and a basic facial rig will…
Hi this is Félix I´m a professional animator/rigger looking for my next project. This year I´ve worked for GenDesign (Last Guardian, Shadow of the Colossus) new game´s prototype and Instinct games (Ark survival Evolved) Here is my reel (unfortunatelly I cant upload my work from this years projects since they haven´t been…
I've used TSM to animate a bipedal human a bird and a sheep, its nice. It helps automate what is a pretty tedious process BUT its not a replacement for learning rigging, its a helpful addition to it. If TSM is the only way you know how to rig then you can't say you know rigging... You still need to know what its doing…
Without a doubt I prefer modeling and texturing to rigging and skinning. It's the rigging and skinning that kills it for me and removes the joy from the process. I have absolutely no problem with the actually modeling phase and I've even emulated edgeloops I've seen on models that move well it's just that I can't skin my…
Job Title: Animator Ideal Candidate: Animator who understands the video game 3D pipeline inside-and-out and thrives in a small team environment. An individual contributor with strong written communication skills and ability to self-manage and stay productive while working from home. Location: Anywhere. Fully remote…
~Oh boy, makin' that Big Boy. Hi guys. I've been working on this piece for over a year, in the few available free times. It's an (as the title suggest) Union Pacific Big Boy. Though it has #4014 on one of it's plates, it's not based on one specific model (they vary slightly). Still need to add some more geo (mostly at the…
Hi everyone! 👋 I’m a 3D Character Artist specializing in realistic and fantasy-style characters for games and cinematic projects. I create game-ready models from concept to final textured asset, including: * High-poly sculpting (ZBrush) * Retopology and UVs (Blender) * PBR texturing (Substance Painter) * Rig-ready topology…
Okei!I wanted to start on a big project, and i like to test a lot with my models during the progress to see what works.. and what doesn't. I guess i overestimated the power of normal map a bit to much , and i do NOT want to do retopology in zbrush.. since i HATE it >_< ..Must avoid retopology at all costs. which leaves me…
Hi ! I'm creating a rigged character in Maya 2018, via Advanced Skeleton, meant to be exported to Unreal Engine. So far I have a complete rigged character with basic color textures, all I want for now is to export this into fbx for Unreal. But when I do so, I get plenty of errors : <div>The plug-in has found the following…