Hello Everyone! I’m the Team Lead on Adelie and the Obelisk, an Action 2.5D Platformer game being developed at the University of Southern California (USC). We are currently looking to add a 3D Character Modeler and a 3D Animator to our development team. Adelie and the Obelisk is a story-driven 2.5D “penguin platformer”…
Hey! My name is Lexi an i am currently working on concepts and designs for a sci-fi open-world survival game. (i am currently working on hard ground surfaces in Quixel) If anyone wants to join the project please dm with examples of your work e.g. (concept artist, programmer, modeller, substance painter) like a portfolio of…
Hi polycounters! Few days ago while watching stuff on 3d motive, I realized how great it would be for me to be more fluent with zbrush (especially for hard surface modeling) and to move away from my usual claytube/trim dynamic/orb crack workflow... So I decided to start as an exercise the modeling of a small and common…
To be honest so far the nicest program I have found to set hot keys in has been Max. Well once you set them I mean I'm not referring to it's bloated way of doing it.Why you ask, because other programs seem to want to force the user to adopt their work flow. I have changed hot keys in Silo and to be honest it was a big…
I think the premise of this thread is "I and others like soft drinks with a particular flavor. So, fellow lovers of this specific flavor of softdrink, what is a good way to accomplish creating that soft drink". After that was said, I gave a suggestion - "I think this ingredient is key, and it's hard to find other soft…
Touchy topic, it's a little hard giving advice for this kind of stuff because a lot rides on it and everyone has biases one way or another. So i'll try to give my view on art schools (I go to AI San Diego) as unbiased as possible, with what little comprehension of the big picture (going through school and landing a job)…
Here are my thoughts about dDo and SD. I played around with both of them but in the end I bought just one. 1. dDo: I liked the presets it came with. You can just apply them and get good looking results without much tweaking. Most of the tweaking I had to do is turn down each effect to avoid too much noise. Having two types…
[ QUOTE ] put it this way: once a cpu grows to 16+ cores gpu's would not be necessary. You can already see the effects of parallel computing (various real time raytraced demos) on real time graphics. All we need now is more cores to add the logic layer in the computation and you got yourself a game that only runs on the…
there are other approaches you could go for, for example create a custom attribute for per type of cable tower (only once as it should be cloned with the tower mesh), with the say index of each vertex that represents where the cable goes. It's then a similar script that works on selected towers and should be able to create…
also really depends on when in production are you? working on and finishing the first characters in any game is usually a lengthy process. the pipeline is getting developed as people work on these assets. once the pipeline for the product stands, its usually faster. we worked on characters that had a one year anniversary…