Looking for character artist with strong sculpting skills. I need multiple custom characters (humanoid creatures), I have concept art ready for characters. All characters must support the Metahuman face rig. (MH body rig optional, but recommended) remote/freelance. starting as soon as possible. Send your portfolio with…
Isn't the latest version of SoftImage specifically optimized for Half-Life 2, and other Source-engine related modeling? I could have sworn that was the case the last time I looked into modeling for Half-Life 2. Has that changed?
Hi all, Warming up to start a new model now.. Overall concept is not decided n planned yet .. but started with a basic idea here .. I hope you all like it Thanks for watching, more updates coming sooon :)
As much as I would love to know the answer to this question as well, I'm pretty sure if ANYONE answers it, black helicopters swoop down and abduct them. I've seen the question asked in 3 other threads, and the OP never answers.
I could have sworn there was a more general discussion of the game thread around here but this will have to do. So, Jeff Gerstman of Giantbomb formerly of Gamespot did his review on this game. It sounds like a fun rental but not a good buy.
I could have sworn that Maya was power animator first and LW was still LW at the time... color me wrong then! =] And yeah... the modo update looks like the most significant at siggraph so far - in terms of pure modeling enhancements.
Hello! My name is Brian Hamlin. I am currently putting together a team of artists and coders to develop a small but intriguing First Person Shooter story experience in Unity 5. The Greatest Journey is a small independent Halo story being developed legally under Microsoft's Game Content Usage Rules (available here), which…
Hello, I am a long-time reader of this site and, at the persistent urgings of my friend (oglemeanimations), I am finally getting serious and putting my work out and asking for help. I have been chipping away for years at learning how to become good enough at the craft of creating 3D art for games to get a job as an artist,…
Is there a way to view the G-Buffer in the UDK(DX11) in the same way you would view the shader complexity mode? I could have sworn that I have done this before in the UDK but I just do not remember the command line argument for it. Anyone know if this is possible? Or am I just going a bit senile in my old age?
I'll be so disappointed if the story is spoon fed! I know a lot if people bitch about not knowing how to play or what to do but to be honest that was my favourite part of the game! I wish I could live through the frustration again!