Hey all, figure I'd post here since Polycount is where the OGs hang out. I'm leading the art on a project with a very tiny team making a cute stylised puzzle adventure and we're finally looking to bring an animator on board. It's a remote position and can work from anywhere (most of the team is based in LA but I'm based in…
Job Description: Twine is sourcing on behalf of an AI research client looking for VFX artists with existing photorealistic footage they own outright and would consider licensing for AI model training. This is not a commission. We're interested in work you've already created that could be separated into distinct visual…
Hi all! I have published a Maya plugin for importing glTF/glb assets, which I think many of you will find useful. glTF Importer for Maya - handles the glTF 2.0 spec, allowing you to use those assets in Maya without manual conversion headaches. What it does:* Imports .gltf and .glb files with proper hierarchy and scale…
Would like to share that studio I'm working in has started hiring Here's list of positions: - Technical Game Director (developer to lead the dev team) - Lead Game Producer (general producer / manager) - Unreal Engine 5 Client Side Developers (c++ devs with UE experience) - Rust Developers (rust system engineers) -…
I'm looking for a freelance character rigger to help rig stylized characters for an upcoming animated series on my YouTube channel, which currently has over 30,000 subscribers. The project is paid, remote, and freelance/contract-based. Immediate start preferred. What I'm Looking For: -Solid experience rigging characters…
We are looking for an artist who can make Animated Maps in Unity. Put together assets, edit them if needed and use special effects etc. Output should be like this: https://www.instagram.com/dynamicdungeons_official/ Thank you! DM me on Discord @metavoros
Do the animators have access to the engine tools of HoTS? to what degree? the tech artists seems to be split on giving access (and how much access) of engine tools to the artists, looking at a later segment of AnimX with a group of tech artists, Brett Pascal being an exception.
I would suggest rigging these up for animation, and doing a run cycle. This will expose issues with the topology, and make it easier to see what needs to be fixed. Topology for animation has specific needs, and this is best learned by doing, experimenting, and adjusting. Also we have some great resources here for animal…