"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
[1100$/month full-time / 7$/hour part-time] [Remote only] [portfolio: https://www.artstation.com/eugenethemodeler ] Hello, my name is Eugene. Over the past six months, I have devoted time and energy for building a portfolio and enter the gamedev. I have six months of professional experience and several freelance orders. My…
internal HR and recruiters, probably ok and worth replying to if you are interested. as in if their email address is a game studio address and they work directly for a studio. "linkedin" recruiters or 3rd party recruiters trying to snag a recruitment or referral fee.....avoid. They are not really bringing anything to the…
This is every artist's wet dream, finally a step forward. The workflow of making a high poly to throw away purely to waste time by baking down to a lower res model is obsolete and over a decade old. So the fact that this has come out will unleash our potential! Don't be scared guys, this purely benefits us and our artistic…
Hi guys, I know many folks here work in AAA gamedev studio. I would like to know what is generally the main strategy for PBR level preview with a Maya based pipeline in a game studio ? When you have build and shade all your assets individually and you have now to layout them to build your levels, how do proceed to get an…
Hello! I'm a concept artist Daniel Solovev and I would like to work with you! My portfolio: https://turbosolovey.artstation.com/ And my recent personal project: https://turbosolovey.artstation.com/projects/QYQyE My contacts: Skype: turbosolovey Facebook: http://www.facebook.com/turbosolovey E-mail: turbosolovey@ya.ru…
Putting out a request for some help from the community. So I have been unable to find a good solution for hair in unreal 4. Largely because from my limited understanding in unreal they use a deferred Rendering setup vs forward rendering. So using an opacity mask gives me no fall off everything looks chunky for hair (looks…
subscribe to gamedeveloper magazine - they do yearly survey of all agmedev related jobs, art included. Also maybe they have that for free... dunno, u can check on google for their surveys.
I am not sure how it's in major studios. We have Max pipeline. Still animation guy works in Maya. VFX one in Houdini. . Some people use very old versions of Max , many years before subscription, because they are working from home. It's just not so big of an issue anymore. You just have to know Max to certain extent . As of…
This is the easiest election to win in history. We have some of the lowest voting turnout per capita in the last few elections. All they have to do is campaign at colleges and universities, and promise funding towards education, and they would get hundreds of thousands of student voters. Problem is, not a single party…