[FONT="] [/FONT] Do you want to work in a highly creative environment with talented people from all over the world? Are you eager to develop your skills working on AAA next-gen games like Gears of War and Unreal Tournament 3? Then come to progressive, fun-loving Amsterdam and join the Streamline Studios team of leading…
Red Storm Entertainment is looking for a versatile Character TD to join our biggest new IP in Ubisoft’s history Tom Clancy’s The Division! If you have a blend of strong technical skills in rigging/programming, as well as a good artistic sense this may be your next big opportunity to work on a hot AAA franchise. At RSE the…
*Edit**Only looking for paid for work, I am onfortunately no longer ina position to work for rev share or experience* My name is Morrissey Alexander I am a 3D Artist with a focus on realistic environment prop art both high and low poly models. I experienced with creating models using Maya, ZBrush, Photoshop, Quixel Suite,…
Hey there! I'm a graphic designer/2D artist working in the game industry. Unfortunately because of my company's strict NDA I can't actually show the stuff I work on in my portfolio (shops signs/graphic design for props, that kind of thing) even after release. Because of this I basically have nothing in my portfolio that…
Hello, I'm looking for an experienced artist, who uses Maya. I have a stylized high poly body and need someone to make a head model in Overwatch style, then retopo the whole character, it's very important to have clean topology especially on face because it will be animated. You may also need to do some UV and texturing…
Hi everyone! This is my first time posting on Polycount, and I would like to present this character study based on a fantastic concept by HuaidonG Liu (ArtStation - HuaidonG Liu) . My primary goal with this project was to translate a 2D concept to a 3D game-ready mesh while following a hand-painted, unlit workflow. I am…
Everything looks pretty good but there is still some strange stuff that is interfering with the result. You have a pretty good eye but with anatomy you only have to be a bit out and the result will look weird. It looks like you are using the dynamesh system for your sculpt. While this is a truly terrific approach it is…
You've gone from one extreme to the other with your topology, where in the first shots its clear you have a bit too many loops, this latest topology has much too few to the point of it just be straight tubes for anything but the joints. I think you've followed achillesia's paintover much too closely without thinking about…
Rigging something like this is mostly about looking at what you want to directly control, probably the top platform, and then working your way front the start and end of the chain to make that work. For this you'd start with the pistons and having a track to constraint have the top half of the piston looking at points…