Department: VFX Location: Remote - Must be in the UK Reports to: Management Team Job Description ● Responsible for delivering final VFX work for high-end features and episodic ● Working to develop and interpret the client’s creative vision, providing creative solutions whilst keeping within budget ● Key point of contact…
Dear Polycount.I sort of asked this already on Discord, but figured I should frame my question in a more organized manner. The question is: what is the better (or more "reasonable" for an indie team) approach to animating hanging clothing in UE5?Cloth sim, bones, something else?.. Someone asked me to make a character for…
Well, the sooner you'll post your actual attempts the faster you'll get practical advice on how to improve on them. By throwing them out and asking for advice without anything to show you're basically wasting one round of feedback that people could contribute. To me these look like clever use of non destructive effects…
Hmm. . . well, It's um, a starting place. The sculpt seems to be suffering from a lack of form and anatomical structure. Everything is a bit soft and undefined. The areas around the eyes mouth and nose are missing all of the details of how those parts of the face fold, connect, and transition into each other. (Like, for…
(Original Post) Hello fellow Polycounters! Moving on from my Sniper rifle which I may do a revisit on the textures, I'm doing a Mobile AA Tank. I know military vehicles are worn out but I personally believe they are excellent for practice since they force you to practice a lot of various techniques in every stage of…
Final image is dope :) I really like the skin material. Again I'm no character artist so take what I say with a grain of salt. When designing anything it's good practice to imagine how it would actually work. You can make a gun look cool pretty easily, but making it look cool and practical is taking it to the next level.…
I guess the point I was hoping to make was that this is a character exercise, it should be about the character as a whole. If you don't have a solid basemesh your entire character will suffer before you even finish the blockout. This is just my opinion obviously but if you want to learn, do anatomy studies, not full…
Yes, I agree with most of the posts here. Formal training isn't nearly as important as hands-on experience. And a school setting is not necessary for hands-on experience in this particular field. The most likely method for getting a job in games is to dive in and get your hands dirty. Practice, practice, and more practice.…