Looking for 3D artists familiar with making game art for a wide variety of genres. We have consistent work and the freelance job will eventually lead to a full-time position. Responsibilities: * model, texture environment and prop assets * work with art director to complete asset lists with occasional feedback Position…
Fuero Games, a gamedev studio specializing in development of crossplatform (web & mobile) games based on Unity 3D engine, is looking for VFX Artist. SKILLS: - Experience in effects animation in cartoon style and knowledge of stop-motion techniques and simulations - Knowledge of optimization for mobile devices - Ability of…
Zombie Studios seeks an experienced animator to work on a high profile next generation game. Animators work with a combination of key-framed and motion-capture animation with a focused on realism. Candidates must be able to create and integrate animations into the game engine that fit with game constraints. Must have 2+…
well the assignment was to make some assets or things that would fit into Dota. I mostly play first person shooters, so I decided to make a battlefield 3 squad in dota. The squad will consist of an engineer, support, medic and sniper. Right now the engineer is the closest one to complete so I will post his current work in…
WayForward is seeking an experienced Technical Artist to work across multiple projects, with multiple game engines. In addition to having good 3d art skills, applicants should also be proficient at designing and trouble shooting art pipelines, and should have a good amount of experience working with modern 3d game engines.…
The 16 texture cap is a DX9 limit. If you look on the UE4 trello roadmap it looks like they plan to bump up DX11 shaders to a 32 texture limit. Until then, if you can turn off static lighting, you should get back a couple texture samplers. If you use constants for specular/roughness, you get back another texture sampler…
In my personal opinion I recommend that you learn the following things. While it may not be evident to others at first glance it is still those details that matter in the end. * Keep good naming conventions on every object in the scene, especially joints/bones for game engines. It doesn't matter which, just keep one…
I haven't decided yet, the purpose of this is to make sexy models and artworks to convince developers to work with me. My ambition is to work either in the UDK, although most programmers I've spoken to are reluctant to use it, or the Source engine, provided Valve have developed the new Source Filmmaker, which looks like a…
Your lowpoly mesh isn't optimized for animation. You can only rig a character in ZBrush for posing and very minimal animation in ZBrush itself. If you want a functional game character that you can import into a game engine you should retopo your highpoly (or decimated copy) in an app like max., use xnormal to generate…
If you're going for something springy/jiggly that has a bit of dynamics/secondary motion to it and settles back into it's original pose, then 3dsmax's spring controller is exactly what you need, you apply it to a child object and it reacts to whatever the parent is doing. Depending on your end goal (just rendering or going…