Here is the official Job description from our website: Environment Artist-Vicarious Visions Description Environment Artist Vicarious Visions, developer of numerous award winning games, including Skylanders Spyro Adventure, Guitar Hero: On Tour and Marvel: Ultimate Alliance 2, is seeking a talented and creative Environment…
At the risk of detracting attention from the posted work I'd like to say this: If you've got criticism say it. If you don't want to waste your time on something you think will be ignored than why are you bothering to post at all? It's a safe assumption that anybody posting work here is doing so because they're ready to…
To be honest discussion like that are neat but they will not change anything. Some people lately are making just collaborations with players/organizations and nothing will probably change it. Seriously why would they quit? A person would be mad dropping on 100% acceptance rate right? Question is why there is 100%…
great work so far! :) I just thought I'd share with you some stuff I learned... Design - I think you can push your design more if you'll mix more recognizable concepts. Since you're going for a humanoid character, maybe you can mix in some animal influence or mythical creatures, anything that the audience can easily relate…
At times I wish the architecture industry would pull their heads out of their asses and figure this out as well. At the firm I work at, our interns work 70-80 hour weeks. In fact the newest intern's first week at work was a 95 hour week. When I ask the interns if they feel like they are being used and abused, they just…
That guy is amazing... I almost wasted an hour just starring at his creations on flickr. It really depends on how far you want to take it, there are several paths you could take. 1) Do a high poly doing as much detail as you can do, using as many individual pieces as you need. As in the bottom floor doesn't need to be…
@Ganemi: Thanks for the positive words, but lets not have the launch party just yet. :) I've still got a long ways to go before anything really concrete takes shape. So far it's been really long and mountainous road... Programming wise I haven't really studied anything in particular for games rather I have been…
You don't have to do copyright stuff, it's not commercial anyways, unless you're planning on selling the model using the companies brand or something. The site looks fine to me, It's true when people say that it's really really hard to get your foot in the door. When you look at your portfolio and look at other…
Key differences between game and movie animation were noted in various posts above. For facial animation you rely on joints (no blend shape correctives at this point in time). Slipsius hit the nail on the head about "reaction times" for games (i.e. limits to the "principles of animation" such as anticipation for game play.…
In the skin modifier max also has, joint angle deformer, Bulge Angle Deformer and morph angle deformer. These do pretty much what skin morph does but work inside of skin instead of on top of it so they're a little faster and each does slightly different effects. They are all pretty straight forward to use like skin morph,…