Project Title: Not determined yet Description: The Game is a Cooperative Third Person Shooter that takes place in Futuristic Multicultural Worlds. Development begun May of 2017. Most of the basic and advanced Mechanics have been finished, we are laying down the foundations of the Gameplay features, AI is under…
Hey! Jason and I (and a mystery guest) are having a talk at Gnomon next week, which will also be streamed live, covering the role of an artist beyond just making pretty pictures for games, working with other departments, and thinking beyond the wacom pen.…
Hello! I'm looking for a few people to add to my team. I'm currently making a fighting game in UE4 by the name of Origin of Storms. It is a mix of Marvel's speed and combos with Bloody Roar's transformations. Instead of transforming into beasts, characters will transform into elemental versions of themselves. So far we've…
A MMO developer in Colorado is looking for a Lead User Interface Design to work on an exciting new project with established IP. He/she will be responsible for designing every aspect of the players' interaction with the game. This will include design and supervision of the UI, controls, and creation toolset for a…
A MMO developer in Colorado is looking for a talented game artist to be a Lead World Artist. This is a great opportunity for someone who wants to advance into leadership / managerial role. Please email resume and portfolio to grace@leetrecruiters.com This position will lead the art team responsible for the production of…
https://www.jobs.herts.ac.uk/ search or tick "Creative Arts" Senior Lecturer/Programme Leader in Digital Media DesignSchool of Creative Arts, College Lane Campus, Hatfield UH8 £38,833 to £49,149 paDuration of contract: Permanent. We are seeking a highly motivated individual to lead our Digital Arts / Interactive Media…
IIRC when Luxology was developing Modo 501 (or was it 401?) they mentioned that Autodesk's FBX SDK sucked pretty badly. Perhaps this problem could be solved by creating .blend importers/exporters for other 3d apps. Doesn't Unity already have a .blend importer? Sure it would be a fragmented mess, but probably not much more…
I dont like the gradient fade out- it kills the style. You have rounded outlines where in a propper execution it should have edgy and sharp edges - its like bluring out the details- I assume this is because of photoshop and its default behaviour of the outline effect. As for the composition I think the wings with the arms…
If you've got Modo 401 then replicators might be a better approach than the tack tool. If you watched that video, imagine that tree as your branch which you then render onto a simple plane as part of your in-game tree geometry. Basically a replacement of Maya's Paint FX from this tutorial. Here are a few more links about…
What you want to do is set up a studio like something say in http://cg.tutsplus.com/tutorials/autodesk-3ds-max/studio-rendering-with-3ds-max-and-vray/ or http://cg.tutsplus.com/tutorials/luxology-modo/easy-studio-rendering-in-luxology-modo-401/ and go from there. Let it be known that it is SOOOOOOO much harder to get…