SSVR (VR Game Studio) is looking for several freelance Character Animators. -Create and maintain animations for real-time using Houdini.-Implement animation assets into Unity. -Work with technical lead in completing animations in a timely manner.-Knowledge of traditional animation principles.-Work with character art team…
This is the result of an art test I just completed today. I was to create a scene where a house is in a clearing in the woods, at dusk, with sunbeams shining through the trees. The test specified not to create any of the models myself, but to use assets I've downloaded. I mainly used the Unity Asset store, but also…
Hi folks been lurking a long time here , so this is my first post of my own stuff. I know there are a lot of barrels out there but i still thought i could make one too. So this what i have got right now. the screenshots were taken in unity and im using a similar shader like the team fortress one which i found at the unity…
Hello, I'm currently looking for a full time and/or contract opportunity. Preferably in my area (San Francisco, CA), but all my job experience is remotely. I can work any hours you need (Be it 6 pm or 6 am). Highly suggest you look over my portfolio over at www.kevincastaneda.com Contact : Colorblindsequence@gmail.com Here…
Hi, I'm having a problem with my CG tessellation and displacement shader. I'm doing this in unity but I'm not sure this is related to unity. To make it short. I use the diffuse texture alpha chanel as my displacement source. I set it to 128. I calculate displacement like that (DisplacementCenter = 0.5f) float vHeight =…
We're looking for an experienced UI artist to build (and help design) a Unity-based interface for-use on many platforms, from PC to mobile. The work starts right-away after payment and terms are settled. Must have experience with UI art reflected in a portfolio and the time to dive in to the art needed for this startup…
Q: I'm struggling to understand why AO needs to be it's own map in modern renderers. A: It doesn't need to be. There is no hard rule that says you have to do it this one way. Depends on the project needs. Q: Is it only relevant for baked lighting in Unity/UE? A: It's commonly used to simulate ambient occlusion. Again, no…
<p>Hey @Fabi_G and @pior,</p> <p>Thank you so much for the detailed feedback. I really appreciate the time you took to write all of this down to help me out.</p> <p>I have to admit, the comparison with the MGS3 boss caught me a bit off guard, but I genuinely appreciate your honesty. I know your intentions are good and you…
About The Studio: 2 Old Men Studios is a passionate team that is always looking to bring in quality new talent. Despite the studios name there are far more than 2 members and none of us would class ourselves as old. We are however a studio, so we at least tick one of the boxes of our name. The goal of 2 Old Men Studios…
You could try beveling. Just offset the center to 1 or -1 to preserve the initial edge range, and switch it over to use SI units instead of being relative. I don't think the width ends up being completely the same, but to the naked eye it looks pretty close. I also wouldn't be surprised if this would be simple to set up in…