It is similar to scultping or painting. First get in the biggest shapes. Focus on the composition. And, if it were a game, the gameplay. Then you can refine that a bit by replacing the chunky block out models with higher resolution ones. But maybe not the final high detail models yet. Then you can do a similar thing for…
A
leading publisher of digital and social games, Gameloft® has established itself
as one of the top innovators in its field since 2000. Gameloft
creates games for all digital platforms and is present on all continents,
distributing its games across 100 countries and employing over 6,000 employees. As
Lead 3D Environment…
Hi, I am the founder of Games development Society at the University of Leeds. I am presently working with a team of fellow graduates and professional game designers on developing a prototype space game. We work as an online team using an industry standard game engine and collaborative project management, information and…
YAGER - the developer of Spec Ops: The Line, the next big shooter franchise of 2K Games - seeks the talents of a seasoned and passionate Lead Artist to create and manage art development on an exciting next-generation cross platform project that is in pre-production. If you are organized, with excellent communication…
Join our team to create next-generation worlds for some exciting upcoming projects! Strong modelling and texturing skills are not enough. Candidates must be able to create immersive, living, and fully-realized environments. Responsibilities * You will be responsible for creating a very high quality of environment art. *…
Hey people, with some help from the ZBrushCentral community (in particular Mark "TVeyes" that helped me with the most difficult code parts) I managed to perfect the code. In the previous version the WrapMode was not changed for the hardcoded Smooth and Masking brushes: in with this new version the Smooth and Masking…
Hi Guys, I know nobody has posted in this thread for a while but some people PMed me asking for a making of. Below a thorough description of the creation process on this character. Hope it is usefull to some. Overview I want to start this Making of, by giving a shout-out to Josh Herman, whose Hard Surface Character…
APPLY HERE IF INTERESTED! ForwardXP is expanding as we create leading-edge VR enterprise experiences. As the Lead Artist, you will join a veteran team of engineers, designers, and other senior leadership with decades of experience creating engaging interactive experiences. We bring our background in creating some of the…
About Slant Six: Slant Six Games is a videogame development studio that specializes in creating games for both the Sony PlayStation Portable and Sony PlayStation3 next generation console. Located just steps from Granville Island in beautiful Vancouver, British Columbia, we are a highly experienced team offering…
::LONG LONG LONG::: Now before I even get to attempting to render and paint my current project, I need to get these figured out ASAP. 1. UVW layout and diffuse size. Ut2k4 had the head textures separated from the body at 1024X1024 each. Should I just double the size of this for 2k7 (goal engine of project)? I ask because…