Ninja Theory are looking to fill a number of positions in our art department, to work on the ps3 title heavenly sword. <a href="https://uk.gamespot.com/ps3/action/heavenlysword/index.html?q=heavenly%20sword" target="_blank">http://uk.gamespot.com/ps3/action/heavenlysword/index.html?q=heavenly sword[/url]</a> For all art…
Hi, You need to Skin and paint weights so unreal can interpret the mesh as a skeletal mesh. GO here first -> https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-CharacterAnimation/files/GUID-66922B35-A848-4161-BFCF-4EB75413702E-htm.html And here ->…
The Blade Runner 25th Anniversary Soundtrack Shadow of the Colossus Soundtrack The EVE Online stuff is good. Half Life 1 & 2 soundtracks UNKLE - Edit Music for a Film is fucking great. Samples remixed of some of the best soundtracks. I recommend this more than anything else. UNKLE - End Titles...Stories for Film is a…
Just finished it too after about 45hrs, and I am thorough. It was epic right up to the landsmeet and then its like they were trying to force a 10 foot wide square peg into a 2 inch round hole. From landsmeet on its all forced and you get the feeling that whatever dialogue you choose won't make a fucking difference in the…
Thanks for the advice Obscura! You definitely saved me a bunch of time troubleshooting. In terms of the subject matter of this project, I decided I didn't like where it was going story-wise. The visuals were busy, and there wasn't really a purpose to the place. I still liked the idea of plants crossed with sci-fi though,…
Well it kinda depends on how your overall handling of things goes. You can kill the emitters for the projectile, but you'd also need to stop the movement of the particle system on collision so the blast wave, which I assume is centered on the emitter, doesn't keep moving. You could do this in blueprint since you'll have to…
We didn't always work directly with the designers, they handed us a greybox but something that needs to be realistic also need some artistic touch to make it happen and that was something that was usually lacking when LevelArt and LevelDesign didn't design the maps together from the start. Ended up with lots of…
If you are interested, click on this link: https://apply.workable.com/breederdao/j/A5DA0A33E5/ or you may reach out to ali@breederdao.io and include the title of the role in the subject line. We are looking for a passionate 3D Environment Artist to build the various worlds of the BreederDAO metaverse. In this role, you’ll…
Since it's just bevels and not detail being baked down to the normal here, you could slap a chamfer and face weight them and not even use a large res, heavily gradient, ineffecient normal map and get the same sort of result. I actually don't understand the UV layout. The shells I am looking at don't make total sense for a…