Leading mobile games developer and worldwide publisher of mobile and social games Gameloft, is creating a position for a Technical Animator! Job Description & Environment: As a member of the animation team, you will provide technical expertise, create tools and refine the animation workflow to allow the team to work…
Psyonix is a video game developer located in downtown San Diego. Best known for Rocket League, the award-winning game that combines soccer, driving, and highly competitive and addictive game play, we are an industry-leading game studio rooted in a crunch-free philosophy that emphasizes a healthy work-life balance. We are…
Hello everyone! I would like to introduce a new tool especially designed for all the artists working on CRYENGINE that I have created recently. This tool is an easy-to-use texture and mesh importer that allow to improve dramatically the asset pipeline for CRYENGINE. Direct download - v0.5 - All releases Key features Import…
More progress on textures, I plan to get them to a refined state by the end of this week. Any feedback is welcome and much appreciated. Also I cannot decide if I should use a white background or a darker background. So any advice on that would be helpful. (the light background variant is on the next message because for…
totally agree with the above replies, just wanna give my 2 cents as well. I see three issues here. A. artist doing their own thing, and not what you want in terms of style - this could be either to the artist not being used to design (that is totally okay for a production artist imho) or you have to teach them what you…
Thanks for all the input, everyone! It's gonna take me some time to digest it all. @Vorge "Honestly my first thought would be to define swaps. What are you swapping, what are the options. Then defining your seam edges and create a spline-guide just to remind yourself. Then probably a polycount over divided into a part to…
Short answer: Triangle Striping. Longer-ish answer: Invisible edges can flow any which way when models are exported/imported. It's up to the ex/importer and the application to define how they flow. If you triangulate, it doesn't give them the option to flip. Slightly more detail:…
Hey man, here's some crits: From the front view: mouth wider nose less blobby (define the nostrils more) Make sure you have the eyes wrapping around (the eyeball is a sphere even on a monster like this, so the eyes are def. not wrapping around a sphere properly atm). pull the eyes down slightly, and pull the mouth and nose…
Looking pretty cool, I really like the face on the high poly, lots of style =) Crits: The muscles seem a little blobby and are not really flowing and transitioning all that well. You have some weird breaks in places and I'm not sure why? Maybe its unwrapped a little funky? The skin looks vac-u-sealed onto muscles a little…
Aside from the execution, it might help to define a character abstract (if you didn't do so already). What defines this character/creature? How did it become this way? Where does it live? How does it behave/attack (gameplay). Ideally the final design would communicate all that and might give some idea what references to…