dustinbrown LRoy Thanks guys. Yes the body still has lines where volumes should be. For the first time in a long time I might have to retopo the hipoly. Roughed in the wings. I like the size of the bird so far. So, there was a comment that the torso was too long, and it was. A quick overlay with an image made in MakeHuman…
I usually only listen to rock...either 90's or 60s/70s. Currently listening to the entire Led Zeppelin collection...I used to listen to a big playlist on random, but I found myself just skipping a bunch of songs because they were distracting...I find listening to just one band at a time makes it easier for it to fade into…
[ QUOTE ] I think he's suggesting that they're limiting potential sales by making it 2d only. Also if you're rendering 3d to 2d and you wanted to modify a base, it would make more sense to modify the 3d and render it again rather than modify every frame of animation no? [/ QUOTE ] That´s what I was talking about. Like I…
i usualy don´t like the wiki setup bc its soooooooooooooooo user unfriendly only exeption: you´r a programmer from birth.. but i like the idear that all the technikal stuff is stored in some KIND OF wiki that would be awesome! so a good search funktion AND a good navigation tree are essential edit: i think about two…
There`s a bit more `contract` focus here: http://www.conceptart.org/forums/showthread.php?t=53377 "And is this a good idea for quick inexpensive development?" No, a professional freelancer will charge more than a salaried employee, on account of the amount of downtime between contracts, paying for their own software,…
Its been a while, but i've managed to do a low poly and textures on this guy. The body is at 2048*2048 d/n/s whilst the gun is at 512*512 d/n/s. I wasn't overly concerned with the polycount so I pushed it to 17'729 triangles (including all accessories, guns and teeth/tongue). The render was done using multiple Marmoset…
99% of the normals were painted in Photoshop. DH and The Bird did a few high-poly models for the cinematic characters ... since that is the only place we would have seen any payoff from them. I think high 200's to low 300's for the triangle count in most game play human units sounds correct. Units typically had compressed…
That's too bad to hear. Yeah this is more of my focus. Not A-E-I-O-U-Squint facial poses. Facial animation can be scripted to either be posed a certain why on or off. The body is so much more dynamic and I was wondering how this could be overcome. There are so many different poses the human body can do in regards to…
We're looking for a Senior VFX Artist. From the EA site here: https://jobs.ea.com/jobs/jobposting.aspx?refresh=1&postid=a0z50000000Hal4 Key Responsibilities: Responsible for the development of a large range of visual effect art assets according to the agreed design and within the constraints of the target hardware and…
[FONT="]Job description and responsibilities:[/FONT][FONT="] Ratrod Studio Inc. is an entertainment software company that specializes in developing and publishing interactive web content and games for a complete range of platforms including mobile devices, PC and console systems. We develop games in todays most…