Tendril is looking for a total of 8 Character Animators who are proficient with Maya to join our team in house on a freelance project. Tentative dates for the project are .the week of July 16- Delivering on September 7. Required Qualifications and Skills * Solid understanding of Autodesk Maya 2018 * 3+ years production…
We’re looking for a talented 3D Animator that can help us tackle a new project we have for 2018! Specifically, we're looking to get some animations done for some animals we have rigged. We also have some models that have yet to be rigged, so a skill in rigging is a plus. The animations should be quirky and engaging to…
Modeling: Maya 2018 Texturing: Substance Painter 2017 & Photoshop CS 6 I am looking for a junior position as 3D Artist in the game industry of North America or regions that use English as first language. Would you please evaluate my work? Is this well enough for portfolio ? All critique and feedback welcome :-) Thanks.…
I think it comes down to how people react in the end. As a company they are often forced to save face so have to do the needful. One does wonder why they are hired in the first place (ideally it is because they are suited to the job which is all it ought to be really) This one incident comes to mind,…
Stylized Face, with Lithuanian lipsync test More images at : https://www.artstation.com/artwork/N5OAED Skills: with animation: https://cdn-animation.artstation.com/p/video_sources/000/013/810/video-3d-character.mp4 3D Modelling \ Sculpting - from Hard Surface to Organic models. UV Mapping: for games, movies, ads.…
@Kanni3d Thanks a lot, you did more than I expected (I thought you were just going to tell me the problem). But I would like to know what was the problem or what you did in detail, so I can do it myself next time and avoid the same problem again. For example, the settings to export the model or to bake it. About the…
Maybe a process you used utilized the lower subDs of the model. Anyhow having polygroups that are only supported at higher levels seems a little unstable, if that is what you have. One solution would be to delete the lower divisions then make you detail groups. What I would normally do is model the nail heads as separate…
That's what I thought too, so it makes me wonder if most people are using the refraction terms in the wrong way under shaders. Here is the term I'm using currently: http://msdn.microsoft.com/en-us/library/windows/desktop/bb509640%28v=vs.85%29.aspx I followed this tutorial.…
Kwramm: Thanks for the info, never thought about procedural concent. I'm reading the Christian Akesson page and i found this(not hard to find tho) http://christianakesson.com/2012/218 When i saw it i was like "holy crap" this is insane amount of work and really. I might apply something like this but for smaller/indie…