The more niche the position, the higher demand/pay. I know good senior fx artists and particle wizards make decent coin as they are few and far between compared to enviro/prop/character artists niche down smartly and you can have a ton of offers to choose from.
This is straight from the website (oh and if you've worked on a nex gen game, or have experience with unreal engine 3, your ahead of the game) : Character Animator TThe animator's main focus is the character's motion, staging and timing, for in-game as well as scripted sequences. All Character Animation Candidates must…
Thanks poopipe Please , share a link to your simple implementation. I never managed to figure out how people do it. Prefer to understand it myself first. As of rolling out brush my hope we can have a uv stripe follow a bezier curve through a pixel processor or fx map. It could be used to map anything along and scale the…
@arvinmoses , thanks for the kind words! Here are the renders for the intermediate challenge: This one was tricky. I tried to do the pattern in a single fx-Map, but I wasn't able to do it. Despite that, I learned new tricks, and made a variant of the splatter circular node, with more control for rotating and deleting the…
ah yes, nice. could it be tress-FX or an inhouse software essentially doing the same thing? https://en.wikipedia.org/wiki/TressFX i have no experience with it but it seems to allow a mix of cards and strands: https://cdn.wccftech.com/wp-content/uploads/2015/03/Dawn-Engine-4-740x416.jpg
[ QUOTE ] ...or that can easily adapt shaders from other engines. [/ QUOTE ] there are no standards how shaders implemented with an engine (even the .fx stuff heavily varies among engines), so this cannot work, too much depends on engine, there might be textures/matrices... that are very specific to the engines rendering…
I am second to this advice. Start just with flat color fill . Bake a proper static lighting with GI and bounces (assuming it's not something for U5 and more like mobile game) Ad a few fx effects and it could look great even without actual textures . Once it look ok without textures you can start to care about them .
Icefall Interactive is looking for remote contractors to join our growing team working on a new unannounced title. Currently looking for the following roles: Campaign Designer Character Artist Concept Artist Environment Artist Lead Audio Designer Narrative Designer & Writer Programmer (Senior) – Engine (Unity) Real Time FX…
may have been in the news before, but I wasnt aware the makers of "mentalray" are working on node-based graphical shader editor. I found out about it when looking at the fx composer 2.0 presentations where the program was mentioned. it exports to Cg,HLSL,GLSL for real-time and C++ for MentalRay useage more info here…
I have a fully rigged character, and I'm trying to set their mesh as a 'Passive Rigid Body' in the dynamics (aka FX) shelf. When I try though, it just pops us with this error saying '//Error: line 0:' Is there any way to work around this? If not, can someone drop me a tutorial on how to do a chain rig for a character?…