Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
No, not at all. Vert count isn't all that important because it's a relatively minor cost compared to all the other things. The most significant cost in a deferred renderer is how many times each pixel gets interfered with. Many things contribute to this cost and it's only indirectly related to how many triangles/verts are…
Hey all! Trying to get better at posting my work on the internet and thought showing my progress on a project I'm working on here would get the ball rolling as well as give me a great opportunity to get feedback on what I got. I'll be adding on a bit about the phases of the project (i.e. reference, blockout iterations,…
Hey Guys, Putting together the Mayan Temple from the beginning of Raider's of the Lost Ark. I fig'd it would be something fun to do (and something I'm super familiar with, having watched Raiders a million times). I'll be posting up WIP pictures. As of right now I have some basic geom blocked in in UE4 and lit w/ primitive…
I understand that the testing stage is a fundamental part of making a good game. The artists/programmers/designers get so involved in the work, an outside perspective is needed, as well as someone willing to run around and try *everything* to find bugs that we would never attempt to do, but some consumer inevitably will. I…
Hello Poly Count!!! So this is my first time posting anything on this web site. Background - I have always loved games so a few years ago I made an attempt at art school. After graduating I found out that the rest of the world was really really REALLY good at the 3D thing I was learning for the first time. So I did what a…