Company Starboard Games LLC is an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
We have posted a small sample of the positions available at Tactic Studios. Please see https://www.tacticstudios.com/careers.php for all available positions. We are looking for a talented Character Artist to join our team and create high quality 3D characters for a brand new IP published by Square Enix. It is a…
Today I did the gigantic duffle bag using Marvelous Designer. I sculpted a super simple cuboid blob as the inside to give it some shape, then made the patterns. I used the same workflow that I did for the small bag, where I imported both the simulated mesh and the flat patterns into Max, created a morph target, then…
Blend the two together and become a technical artists? They do art and write code a bit like a wandering cyborg samurai. Artists fear and respect their technical prowess because they make roadblocks evaporate and find new ways to grease the pipeline that enables artists to be more artistic in a very technical field.…
Great feedback, thanks! This is going to be very helpful. Some of the things you have mentioned I have not gotten around to modeling yet, and some other I have planned to do in the normal map. By milling on the receiver you mean the lightening cut on both sides? Should be easy to fix. I'll get to the other things as well.…
the way you think about topology for film is different. specifically for characters. film creatures are roughly ~300k+ polygons = 600k+ triangles. you spread your density into areas that have the most deformation. the face, hands, feet, shoulders etc. that is assuming you are going to see all those parts move in camera.…
I don't quite understand the purpose of the scene Its composed of ridiculously high polygon models that would never work ingame from which you don't seem to know how to extract normalmaps properly for the ingame versions, giving the impression that you don't know the main purpose for normalmaps. Instead you grace them with…
We are looking for a talented character artist to join our team and create high quality 3D characters for an unannounced project. It is a multiplayer, third-person game with a contemporary setting. A successful candidate will be a skilled and motivated character artist capable of producing stunning and lifelike 3D…
This looks like it might be interesting, did a search and didn't see it mentioned anywhere... The following is a cut/paste of the opening paragraph on the CG Talk thread Matt Clark started (link to thread at the bottom of the page). New Re-topology tool: Wrapit Hello all, I'd thought I'd take this opportunity to…