Trendy Entertainment is currently looking to hire some onsite Environment artists skilled in High Poly modeling and asset creation to work on our upcoming (unannounced) game. We are looking to fill onsite full time positions only so applicants must be willing to move to Gainesville Florida. Applicants should have…
Hello guys, wanted to share this character I made for a game called Realms of Conquest around 3 years ago. Original game character had only around 3k polygons and one 2k spec/gloss texture that was polypainted in zbrush and later tweaked in photoshop and I wanted to reuse the sculpt I did back then and try to create a…
Hi everyone! I've been working on my first UDK environment, and I wanted to share my progress with you all. I'm reasonably happy with it at the moment, but I still feel it could do with quite a bit of improvement. On that note, crits and feedback very welcome! Based on the very cool BRAWL Tournament contest Polycount held…
So polycount has a new contest going on, PETROL/BLOOD, which I'm super happy to see and I'm really excited to see what folks come up with for their entries. While it is a 3D contest with a "next-gen" workflow type focus, and I'm not a 3D artist, I do still really like the idea that's driving the contest's focus and I think…
A2Z Development Center, part of the Amazon group of companies, is about to make a big splash in video games and we’re looking for the best of the best to help us. We are looking for an experienced 3D artist to join our small but agile design team. The perfect candidate will be a master of all aspects of game art creation,…
Hello, I'm in a bit of a dilemma about the right tri-count for a low poly weapon model. This is the model, the hi-poly will be baked to the low poly. For test purposes, I have reduced the tri count of one part of the low poly from 5486 tris to 1731 tris by triangulating it further. As such there should be no difference in…
Hey guys, Im conducting a research project (my dissertation) at University on the topic of current-gen character modelling. This is understandably stale and not exactly creative so I want to ensure its as in depth and up to date as possible. I am supposed to have a supervisor but this has unfortunately taken too long as…
So when I work on next gen crap with spec maps and junk, I usually complain about working on the spec map. I would like to eliminate as much back and forth as possible. When you work on a diffuse map you have a decent idea of how it will look on the model, what colors you'll get etc. But with your spec it's kinda like,…
Um, where are you getting this? They absolutely expect you to finish. The problem is its a ridiculous request to have it done in a week. I honestly haven't seen very many but when I do, it usually feels like it comes from a studio that may not have a proper understanding of pipeline for quality character art. Or perhaps…
I agree with gnoop about the hand/arm blocking a significant portion of your model. It can be a little tiresome pulling back to see the whole picture. Another concern is the funky yoga sometimes needed to reach your keyboard with a 20+ inch Cintiq in the way. I actually don't like any of the express key setups they've done…