I could really use some help. I have a project I'm working on, but I am by no means an animator. I've made due so far but my knowledge of 3DS Max to Unity animations is limited. I want the cables I'm animating to behave more realistically, but I'm having trouble getting that to translate into Unity. RIght now I have a…
Rebellion Oxford is currently seeking an experienced Animator who is passionate about creating convincing character animation for games. The successful applicant will be talented, highly motivated and enthusiastic, with a genuine interest in playing games. This is a full-time role based in-house at our Oxford headquarters,…
Sproing Interactive Media is hiring an Animator (m/f) Sproing Interactive Media is a games developer located in Vienna, Austria. Since its foundation in 2001 Sproing has become an international company with a track record of over 30 published games on console and PC. Sproing offers the opportunity to be part of an…
I'm an environment artist, and I started my professional career during last gen where the asset creation pipeline was pretty straight forward and revolved around the following: - Props with unique diffuse/spec/normal textures, all within 0-1 UV space. - Tileable textures with or without vertex color blends (and blend maps)…
at least its not handy to key the translatechannel for animation, use icon-representation to contrain them to be flexible when you change things. Anyway have you build a rig oder just joints for that model? Make some screenshots. ps: is you already bind your model to your joints you can´t reorient joints.
Please follow this link to apply for this role: https://jobs.newworldinteractive.com/jobs/1626462-technical-environment-artist New World Interactive is looking for a Technical Environment Artist to join our team! The Technical Artist acts as a bridge between the artists and programmers, ensuring the art content and…
Hello Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly created folder and send it…
How many points does the lowest subdivision level contain? If you remeshed it at any point or deleted the lower levels then UVing can be more crash-happy as it can leave a lot of data to process, but if it's not a big number I'm not sure what would cause the frequent crashing. If you do have lower subdivision levels that…
Progress Update with 4 days work. I started blocking in the Tail Wings and the Wing Containers (they store the flares for the helicopter). There a 2 armament Tail Wing design and a 3 armament Wing design, I did them both there also 3 wing container design with 1 being one without any flares. This took me most of the time…
A lot of useful info in this thread! I do have a question here. I don't have model with myself here, but i will try to describe what the model looked like and what was the problem. Take a look at this garbage container: http://wakelydisposals.com/ESW/Images/IMG_0005.JPG?xcache=2216 I was doing something similar to this.…