Okay so as far as I know this is how the id stuff works, please correct me if I'm wrong and you know otherwise, I'm just taking a guess at this based on that old video Carmack did. I have some questions as I've finished the game now, and I should mention I played the pc version with the 8192x8192 texture pages. 1. Artist…
Job Description Technical Animator
(Rigging Artist) Visual Purple is
looking Technical Animator, who is adept at rigging complex hard surface and
organic characters and props for full-time on-site work at our Boise, Idaho
office. The ideal candidate
would have experience working with the Unreal Engine 4 and expert level…
Hey Polycounters, Wow I finally got around to making this post! This is a collection of a few pieces that I had worked on while contracting at 343 Industries as a Skybox Artist for Halo 5 : Guardians. We did some matte painting along with 3d geo to pull off most of the skybox work. I was responsible for most of the…
We are looking for a talented 3d world artist well versed in sculpting organic environment textures and props to work on a new AAA PC title. Application link: [ame="https://www.amazon.jobs/jobs/335093/world-artist"]Amazon Jobs | World Artist[/ame] for more information email: brianpat@amazon.com [FONT="] [/FONT]…
Rev Share Opportunity Check out our Website: http://www.amalgamboardgame.com/ Browse our Facebook: https://www.facebook.com/AmalgamBoardGame Take a peek at our Twitter: https://twitter.com/GameAmalgam Game Brief/Overview: http://www.amalgamboardgame.com/overview/ Simplexity Game Studio's Statement: Our goal is to achieve…
Yeah mostly concentrate on the high poly, but those lowpoly shapes and topology, a decent amount of which can be used in the final low poly, aren't useless in the creation of the highpoly either. Instead of just adding edgeloops though (at least, if you are only adding them in a way that's simply designed to hold shape for…
I've seen some amazing renders from max viewports with Xoliul and 3PS etc so I think it's just a matter of working the specular and maybe adding some surface wear, but in general I actually quite like where this is heading! I think there's a few things you need do to really sell it though: Firstly, pay attention to the…
The thing is that now there are more and more ways to model then just traditional poly or sub-d modeling. Whereas 2 years ago I exclusively modeled all non-organics in Max and had done for years, now it's rare that I'm not GoZ hopping in and out of ZB as if it were another toolset within Max. There are so many ways to do…
@Blaisoid - Thanks! Yup -- I'm doing most of the characters/creatures for the BG2Redux mod for Dragon Age. I've heard the same critique about the kobold.. I've removed it from my portfolio for now, until I can go back and rework it at a later time. They're dragonkin.. right now they look too similar to lizardmen though.…
When someone keeps doing something stupid that he was told previously to not do on polycount he eventually gets banned here on polycount. The bits of sexism in this community is one thing, but when you take a big company acting in an official sense then there is really nothing to blame anymore. And again, important to…