I don't feel that Ubisoft ought to take stellar blades approach to character design, unless they are capable enough of creating a game that supports it from an environment/gameplay perspective. Ubisoft has proven brand identity in properties that have established audiences. And from glassdoor reviews it becomes clear that…
I wanted to share some articles from Dennis Detwiller who had an interesting career from working on Magic the Gathering to being in AAA and establishing his own ip's in pen and paper role playing games. https://www.linkedin.com/pulse/escaping-video-games-dennis-detwiller/…
Hello! I've wanted to do a Little Nightmares fangame for so long, and this would be a passion project for me and the team as a whole. This game would be set in a fan-made area with an original story and plot containing themes of greed, labour, addiction, ect. Of course it would be a horror/adventure game with a 2.5D style,…
Thats a great video, I also liked this article, https://www.kotaku.com.au/2024/01/xbox-is-not-your-friend/ And this linkedin post https://www.linkedin.com/posts/dennisdetwiller_videogame-activity-7156680737394434048-fx-C?utm_source=share&utm_medium=member_desktop I feel a union would help to level the playing field, and…
Source: https://www.linkedin.com/posts/michael-j-black-41751114_unreal-blender-smpl-activity-7143401528807100416-_QMm?utm_source=share&utm_medium=member_desktop HAAR takes a text description of a hairstyle and generates a 3D strand-based model that can be immediately animated in #Unreal, #Blender, etc. This connects…
We are looking for a 3D modeler
who can design and animate a scary creature for $30 USD for an indie game. It is for a
horror map and is basically a creature that crawls along the ground towards
players to jumpscare them. It should be scary and animated in a way where it
looks like it has 4 legs crawling quickly across the…
Thanks for your perspective! Thats really interesting how they do armor design at Bungie. I have used tools at the studio that refits the clothing automatically to the base geometry that can be then adjusted by tech artists using morphs. Kinda like an internal character creator for developers. So there isn't any real…
About the character model I posted, the upgrade is a work in progress, so I'll be updating the post on artstation as I make upgrades. Thanks for the suggestions on presentation, I will take it into advisement. At the moment I'm not too concerned if a recruiter comes across my portfolio and finds fault with it given its not…
Is anyone using Metahuman as a basis for creating characters? We have been playing around with Metahuman for a month, but we don't want to use the out of box characters that you can create with the Metahuman creator since we feel that the faces look a bit bland from up close and far away in a game environment. Using LOD 0…
@SV_ TTs was originally written for 3ds Max, so the smooth by islands script basically replicates afaik behavior ironically enough, of Max internal Smoothing Groups assignment operation.…