We are looking for experienced In-Game Character Animators. All candidates should be able to demonstrate exceptional animation skills - in particular we will be looking to see examples of movement, character and the human figure. You will be self-motivated, responsive to direction and effective working to a brief. You'll…
We are looking for experienced In-Game Character Animators. All candidates should be able to demonstrate exceptional animation skills - in particular we will be looking to see examples of movement, character and the human figure. You will be self-motivated, responsive to direction and effective working to a brief. You'll…
Any development on this issue? I'm at a new studio and they have exactly the same issue. Nanite landscape and HW raytracing off. I initially thought raytraced shadows but it can't be. To be fair, the current prototype doesn't even make use of nanite properly on terrain so it's just looking ugly for no reason. Except maybe…
Hello everyone! We are AZURA ART STUDIO, a professional game art studio specializing in 3D character modeling, as well as 2D game art, including weapon and equipment icons and illustrations. We take pride in offering a wide range of services to meet the diverse needs of game developers. From creating stunning 3D character…
Hi, thank you for stopping by and for kind words. Sorry for the late reply, I was a little daunted with the task. Lately I've spent not as much time as i would like to on this project. Currently I'm struggling with a tree. I did identify it, and I think I've done it correctly, to my understanding the main tree on the ref…
I'm in the same boat as you.. except I live in the USA and get the wonderful opportunity to pay out of my ass there and back again for a degree in the upcoming years. One thing I want to touch on though is when you decide between Maya and 3d Studio Max be sure you know what your university will mainstream for example…
I agree with big part of what you have just said. The boxes and objects that could be reused and your over-optimization comments are 100% correct. But I don't agree that examples I mentioned are rare exceptions. They are exceptions for main animated characters and props where we have enough texel resolution usually . But…
Here are few quick sketches of weird looking creatures that are supposed to be non-typical dragon designs. I started them from the thumbnails that I've posted not so long ago. This guy came from thumbnail number 9. Except the wings it doesn't feel very dragonish, but anyway, I had lots of fun sketching it out: OMG, what is…
The Foundry has several products that all focus on high end film VFX. I don't see them making the investment in Modo to make it more suited for games because game developers really don't have a use for the other Foundry products, except for Mari, which is frankly overkill for games as the features that make Mari special…
Mmm...let's see For the black spots, i'm not really sure, cause i don't use Xnormal but 3dsmax itself for baking (a little slower in rendering, but quicker considering you just do everything in 1 application, anyway it's a matter of tastes). I can guess that the black spot is due to: (A) a problem with your low poly…