Hi my name is Mike Fortais and i am a freelance 3D artist specializing in environments and props for current generation consoles/pc and mobile devices. -I've been working in the games industry for 6+ years -I have experience working on released titles for Xbox360, Android, PC and iOS -I can handle everything from concept…
Hi all! New to Polycount, excited to start talking to everybody about 3D stuff! Anyhow, I was reading through this topic on Legend of Zelda: The Wind Waker's art: http://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy and I went to go look at some gameplay to refamiliarize myself…
Hey everyone! I thought it'd be fun to do some animations inspired by Lulu, one of my favorite support champions in League of Legends. I plan on using the Lily rig from Artella, as well as the monkey rig from iAnimate. I made a few modifications to help capture the spirit of Lulu and her sidekick, Pix. I haven't done much…
Hi, There's a great/rare opportunity within Microsoft Global Publishing available for qualified applicants. If you like working with multiple game studios to solve the hardest challenges in your field, with the support and resources of a company like Microsoft, this job will be exciting to you. Here's the job posting that…
We're looking into using xRef in our pipeline, and I was wondering if anyone has any experience with it? I found some old threads from 3-5 years ago, but nothing recent, and was wondering if anyone used it recently (Max 2011/2012). We're mainly looking to having one rig file for each character, and then xRefing it for all…
Hey there, Some things kind of jump out at me and I just wanted to let you know about them. If you get an experienced person to do animation, you're looking to spend a good amount. You're also looking at way past an hours work to do the walk alone, unless you want subpar work.
every character (besides the slugs) is 3d and then rendered to sprites. Ori is no exception to this. Ori just has more fps than most of the other characters. The decision was simply based on Ressources, when you have no 2d animator but a few kickass 3d animators the decision to do stuff in 3d is pretty straight forward.…
well, I can think of two big things to comment on; 1. does the katana have distal taper? Many 3D artists model swords as if they were cut from a flat sheet of metal; you want distal taper. 2. Is the cross-section of the katana grip oval or perfectly round? You want an oval cross-section for edge alignment. other than that…
I will absolutely look into doing clear-coat when I try to optimize this down. Thanks for the replies! I am back with an update. I spent most of yesterday refactoring my previous result, with a refocus on pushing PBR and trusting it over curating a certain look. I also dug an old reflector out of the garage and studied it,…