Position Information Title - Maya Environment Artist Type - contract position Starts - January, 2006 Duration - 3+ Months, with opportunities for future contracts Time Commitment - to begin on this project, a minimum of 15 hours per week is required, 20-30 preferred. Compensation - competitive, depending on experience…
THIS IS AN NSFW PROJECT - FULL genital rig needed on-top of general locomotion/combat. We have an opening for a rigger/animator (ideally someone who can competently handle both). This is a PAID JOB, from a fully funded studio of ex AAA devs. -Blender OR Maya -Comfortable with both female AND male anatomy -Competence to…
I would like to know which file-types (models/textures) are best for use in UE4 ? And can I attach textures to models and do some modelling in UE4 or only Blender? (what is possible in UE4 editor?)
I would like to improve (make more details) models like these…
Maybe the scale controller got changed somehow, for example by wiring it to something else in the scene or having a Scale List with a different entry being active. Check in the motion tab of the control panel (solid circle/sphere with motion lines to the left). Default is Bezier Scale.
Here is my logic. Whats the point if u work for example 5 years in the company and u dont have any commercial portfolio piece to show after. And if u decide to leave or studio shuts down suddenly.......and now u wanna apply somewhere else for a job u have nothing to show after 5 years. Ofc point is knowledge and experience…
I second this, that orc ass needs saving otherwise nobody will hire you. Seriously though, you're not off to a bad start but these aren't portfolio level works as much as they are studies. Portfolio work should be comparable to the companies you aspire to work for. Avoid anything called "WIP" in your portfolio section.…
Alright, so you're suggesting in a case like this to make a bunch of bricks that are mapped to blocks instead? But let's say I want to create a large block for an example, it would require to much resolution for being uniquely unwrapped and wouldn't have the necessary details with a tileable texture. Or would you go with…
Well the nature of the problem is simple. If you texture on a straight object and then bend it, the texture will stretch on the polygons that get wider and compress on the polygons that get thinner. That's the basic logic. If you texture on an object that is already curved, then there is no stretching or compressing to be…
they've had a version of this since Zb4 as a material, Fibers1. this looks like pretty much the same thing except you apply it as a surface like noise instead of a meterial that only shows up in the render. There appears to be a bit more control over manipulating it, using the move brush etc, but the dog example was the…
Yes I was suggesting putting a power node between the cube map and the multiply. It functions as a contrast enhancer, leaving the brighter portions less touched than the darker portions. Brighter areas of a scene reflect better than darker ones as they have more energy they can lose to the material and still be reflected.…