I know Houdini focus has been VFX, I have few questions regarding cinematic pipeline. Hero characters, close shots UDIM-s etc. I know by the fact UDIM-s are used in films and often also on hero characters and in VFX pipeline. Main reasin is that you have more control over texture details on specific model. For example: If…
Hello everyone! We are final-year students at the University of Hertfordshire, specializing in 3D Games Art and Design. We’re excited to introduce our ambitious project, designed to leave a mark on the gaming world. Project Overview: * Title: Cosmic Descent * Medium: Playable game * Concept: Sci-fi, top down shooting game…
hey we are still looking for some talent: Programmer (2) 3D Animator (1) 3D Character Artist (1) VFX Artist for UE4 (1) SFX Artist Scene Writer (1) Note: We have a lot more done than what we are showing publicly mainly because the work is unfinished and not in the game as of yet. Can show you at request.
Our client is looking for an experienced SFX Artist. Responsible for creating special effects for a next-generation console title. Ideal candidate will have experience in scripting and FX shaders. You will be responsible for: * Creating particles, geometry and textured effects to achieve the following types of effects:…
Our client is looking for an experienced SFX Artist. Responsible for creating special effects for a next-generation console title. Ideal candidate will have experience in scripting and FX shaders. You will be responsible for: * Creating particles, geometry and textured effects to achieve the following types of effects:…
Hello, Griever Games is currently seeking to fill positions within our team to work on our game: Forlorn Outcast! ABOUT FORLORN OUTCAST Forlorn Outcast is a souls-like game where balancing powerful magic and combo-filled melee combat is a constant struggle. When Tilsa is invaded by demons that feast on magic and the…
This looks fantastic. Love the details everywhere! Very curios to see how it will look after a material pass. :) I'm curios, do you intend to add any like vfx engine flames or such? Make it look like there's activity from the engines.
Hi! Nice to see progress :+1: Personally would be most interested to see the interior blockout get more refined. I think currently some shapes look a bit too simple/ cartoony and some elements display strong shading gradients. I suppose one challenge will be to find a cohesive shape language/ style tying all the assets…
Hey everyone. =) Final WIP update before final renders, closing in on the finish line! The scene is now in its polish phase. I’ve refined the layout, filled out the spaces with props, tightened up materials, and brought the lighting close to its final pass. I’ve also been texturing several key assets in Substance Painter.…
have you considered using PullDownIt? its a plug in for max that does rigid body collisions really well. the simulation part is free but the fracture tools you have to pay for. i've not used mass fx (still on max 9 and reactor) but it's much better than reactor for rigid body stuff imo. http://www.pulldownit.com/ another…