Hello Polycount community! The Creative Lead/Founder of Leyline Foundry is seeking a highly skilled Lead Creature Concept Artist & Sculptor to join the project as a founding partner for its high-fantasy debut title, Aethelgard: Echoes of the Arcanum. This is a high-trust partnership offering complete creative freedom to…
Thanks yea I have that book I didn't see the reference in there. I just put this one together with a couple of those images. Seems pretty helpful. My biggest problem is being able to delineate where the orbital forms end and where the forms in the nose begin. Those shapes are so ambiguous on most people that don't have…
We are developing a PC game and are looking for a programmer who can help move the project forward. There is already an experienced programmer on the team who has done a significant amount of work, but he now needs an assistant — someone who can take responsibility for parts of the system and help bring the project to a…
This looks really sweet so far! What's your process for refining the way leather bunches/folds differently than cloth? Looking at the concept, I was curious how you're going to define those materials more through shapes. Also the costume design seems quite a bit different for the green overcoat, the leather undercoat, the…
BIG version Edit: Arhg! Photobucket resized my picture. :/ Hey guys. Guess it's a fish car. I have to refine the texture on this car by next friday. One of the several things I need to work on through thanksgiving. I'm mainly thinking about doing some subtle highlighting, only got some ambient occlusion baked in right now.…
I'm currently in the process of pinning down "my" stylized style in a game project I'm currently working at. Before posting some WIPs I want to talk about defining a style, which seems to be quite hard. Computer games as medium, like a peace of paper, has some characteristica which are quite unique (polygons, shaders,…
Hey, so how do you define materials in your sculpts, do you have any special tricks and best practices? How do you define materials in your hand-painted textures, any tricks or best practices there aswell? Such as "Rock has low contrast and not much highlights." - "Metal has high contrast and bright highlights." ETC. When…
This works cmds.polySoftEdge(a=0) so does this: def softnormals(*args): mel.eval('polySoftEdge;') but how would i define the angle? for example I thought this would work but it doesnt? the "def softnormals" is the button that is linking to QT so that line cant change: def softnormals(*args): mel.eval('polySoftEdge(a=180);')
hi guys i need someone to define my 3ds max CAT rig's bone structure in motion builder so i can use the character with mocap data should be a days work :) please email me at needse123@live.co.uk with a quote if interested any questions just ask