Psyonix is a video game developer located in downtown San Diego. Best known for Rocket League, the award-winning game that combines soccer, driving, and highly competitive and addictive game play, we are an industry-leading game studio rooted in a crunch-free philosophy that emphasizes a healthy work-life balance. We are…
Hello everyone! I would like to introduce a new tool especially designed for all the artists working on CRYENGINE that I have created recently. This tool is an easy-to-use texture and mesh importer that allow to improve dramatically the asset pipeline for CRYENGINE. Direct download - v0.5 - All releases Key features Import…
Thanks for all the input, everyone! It's gonna take me some time to digest it all. @Vorge "Honestly my first thought would be to define swaps. What are you swapping, what are the options. Then defining your seam edges and create a spline-guide just to remind yourself. Then probably a polycount over divided into a part to…
Short answer: Triangle Striping. Longer-ish answer: Invisible edges can flow any which way when models are exported/imported. It's up to the ex/importer and the application to define how they flow. If you triangulate, it doesn't give them the option to flip. Slightly more detail:…
totally agree with the above replies, just wanna give my 2 cents as well. I see three issues here. A. artist doing their own thing, and not what you want in terms of style - this could be either to the artist not being used to design (that is totally okay for a production artist imho) or you have to teach them what you…
Hey man, here's some crits: From the front view: mouth wider nose less blobby (define the nostrils more) Make sure you have the eyes wrapping around (the eyeball is a sphere even on a monster like this, so the eyes are def. not wrapping around a sphere properly atm). pull the eyes down slightly, and pull the mouth and nose…
Looking pretty cool, I really like the face on the high poly, lots of style =) Crits: The muscles seem a little blobby and are not really flowing and transitioning all that well. You have some weird breaks in places and I'm not sure why? Maybe its unwrapped a little funky? The skin looks vac-u-sealed onto muscles a little…
Aside from the execution, it might help to define a character abstract (if you didn't do so already). What defines this character/creature? How did it become this way? Where does it live? How does it behave/attack (gameplay). Ideally the final design would communicate all that and might give some idea what references to…
Job Description & Environment As a senior member of the art team, you will be responsible for character animations of ambitious 3D games for the iPhone & iPad, from the first concept phases to the completion of the project. You will provide guidance for the studio´s animators while helping to define the animation style and…
Just in case you're not aware of the current 3D gamedev industry situation: it's not good. Lots of layoffs happened which means you're competing vs. people who have a lot stronger portfolios and most likely more experience. Prop artist role is very rare, Weapons artist role is probably even more rare nowadays and the bar…