bars here: http://maps.google.de/maps?f=q&hl=de&geocode=&q=simon+dach+str+berlin&sll=51.151786,10.415039&sspn=9.831934,19.775391&ie=UTF8&t=h&z=16&g=simon+dach+str+berlin&iwloc=addr or here:…
IMPORTANT: This is a full-time position ON-SITE in New York City Fauna Robotics, an Amazon Company We are looking for an experienced Technical Animator / Technical Artist. The Amazon job title equivalent of this is: 'Design Technologist' Job description We are seeking a Design Technologist to define the expressive motion…
Hi everyone, We're currently building a pool of 3D Environment artists for an upcoming project and ongoing work after that. If you're looking for a stable, long-term studio to collaborate with, this could be a great fit. Rates are negotiable based on experience and quality of work. Rates are negotiable based on experience…
I'm in need of a detailed way of exporting my opacity map on my character, none of the pages I've found have a clear-cut way of explaining this. I'm using PBR Metal Rough default export settings and am exporting to Marmoset toolbag for rendering. Should I be exporting a certain file type? I usually use PNG for most of my…
filenameFromPath <filename_string> Returns the file name and extension of a full file name, useful for labeling file buttons in rollout panels. getFilenamePath <filename_string> Returns the directory path part of a full file name. getFilenameFile <filename_string> Returns the file name part of a full file name.…
Thanks for the update, nice work on the new foot. I can see how ai-gen tools can be attractive for the gee-whiz factor, how much it just goes ahead and fills in all the details automatically. But it’s unfortunately a very problematic process, encumbered by deep issues with morality. These models are trained on vast scraped…
@Noth I agree, Remember back with earlier Godot versions it was really rough and yes very unusable, but Godot even at that time showed potential. Great to see how far they have come especially now we seeing projects like Return to Vostok being developed in Godot. With Blender I only really am getting the hang of it due to…
Stylized mutant rat creature made in Blockbench. Created as a Minecraft-style boss inspired by Warhammer aesthetics. Focused on readable silhouette, stylized proportions and game-ready design. Open for freelance and remote junior 3D opportunities.