Hey guys so Ive been working for a while now on my characters, currently I have 1 last character to go which mostly will all be a skulpt for the most part. So I should have that done within the next month, I planed for all my chars to make little scenes for each of my chars instead of pedastols. But I dont want the scenes…
ANIMATOR Are you able to breathe life into Characters giving them realistic movement and range of motion? Do you pride yourself on creating breath taking animation? If so, come join a premier video game company and work on titles where there are NO LIMITS as to what you can create. Our client is focused on bringing high…
Blizzard Entertainment is looking for an exceptionally skilled and motivated Character Implementation Artist for a team focused on next-generation massively multiplayer online games. The ideal candidate has experience retopologizing high poly assets, baking normal and AO maps, setting up shaders and problem solving game…
FX ARTIST As an FX artist, you will be bringing your extensive gaming experience to the team in order to create the most innovative and imaginative FX in the gaming industry. Our client is looking for an experienced FX Artist that will be responsible for creating special effects for a next-generation console title. Ideal…
CHARACTER ARTIST Snapshot: As a high-level artist, your responsibilities include being able to integrate the character concepts fully into 3D digital models. After a quick meeting with the Art Director regarding the implementation of fifteen enemy characters into the system, you flex your imaginative and artistic muscles…
Hey! Art director from Impeller Studios here, I wanted to share some assets from our game, Starfighter Inc. that recently went live on Kickstarter. https://www.kickstarter.com/projects/impellerstudios/starfighter-inc-0 The game is a heavily narrative and combat based dog-fighting simulator using real science in our real…
After I have played around with the Xgen tools in Maya I have created a sketch of the hair cards I'm going for. T0 = Extremly solid. Used to build volume and cover. T1 = Main bulk of volume T2 = Use to blend T1's together and add variance T3 = Further blending between cards T4 = Fly-away strands The small ones I will use…
Good afternoon, Looking at all the new screenshots coming out for upcoming games (Rise of the Tomb Raider, Uncharted 4 etc) I find the line is getting blurred as to being able to detect enviro assets uniquely baked or modelled with tiling textures. Is everything getting baked now? Before it was props and "hero" assets but…