[ Intro ] We are a small, mostly freelance team of artists, working on a 2.5d hack and slash platforming game. We are currently working on a small demo, proof of concept of our project, before fully announcing our project. We are recruiting a character animator to help create animations for the main character of our…
Hello lovelies of Polycount! I thought it was about time I post something decent up here, so I thought I'd make a thread for my games project, Wanderer's Quest! It's a Cute Animal RPG with puzzles and quests etc that's set on a cliffy / mountainous area. The area I'm working on for the moment is the main small village area…
First of all I am working in Maya 8. Any help with this problem would be tremendously appreciated. I am having trouble figuring out how to have projected ramps of an eyeball stay with each eye as my character moves. The rig on my character is based on the squash-stretch rig explained in Stop Staring second edition. This…
Heyo Polycount, long time no see ! This winter I rediscovered Trench Crusade after seeing that they did a kickstarter campaign not so long ago. To be super honest I loved all the stuff that Mike Franchina has been doing within this theme, but just recently I got really sucked into the world with all the new lore that's…
yeah i dont know much about the film pipeline, but i have been working with some character rigs for visual novel. At first I thought, fuck it there is no real restriction because of realtime renderer, I'll just go crazy with poly count and not worry. But when it comes to rigging and animation there is still good reason to…
General speaking the big boys (Quixel et al) do fancy stuff with polarizing filters and specialized light setups that will be difficult for you to replicate without a R&D and mechanical engineering budget. But something simple you can try is getting a circular polarizing filter for your lens and twisting it to remove as…
Before I say anything else I should probably mention that I'm going for character art (fingers crossed, anyway) so modelling/baking/texturing is my biggest concern. I also occasionally rig/animate my own characters but having good rigging and animating tools are less of a priority than having good modelling tools. I just…
Hey Guys, Thanks for posting! I should probably rewind a bit and give some back story on some of the design choices of the concept art itself. Here is some of the reference i am using for the model and the concept art. http://www.flickr.com/photos/27846893@N04/6547079087/in/photostream As you can see i am basing the style…
Hi All, We are looking for another Spine Animator/Rigger to help us on our on going project. We like to make good relationships with our animators as we look to continue to support this game for the longer term. But we would need you to start as soon as possible! As we are already working on future updates for our game.…
Hey there, Polycount! We’re Dan and Panzer from No Goblin! We’ve made unique games with heart like Roundabout and 100ft Robot Golf, and we’re now looking to grow and build a unique, diverse team for No Goblin Game 3 and beyond.Our goal as studio runners is to build the team experience that we wished we’d had back in our…