Join our team to create next-generation worlds for some exciting upcoming projects! Strong modelling and texturing skills are not enough. Candidates must be able to create immersive, living, and fully-realized environments. Responsibilities * You will be responsible for creating a very high quality of environment art. *…
Wed like to hear from the industrys most talented Environmental Props Artists! Join our team to create next-generation worlds for some exciting upcoming projects. Strong modelling and texturing skills are required. As a Props Artist working at Rockstar North, you will be responsible for creating exciting and believable…
We are seeking a highly skilled Motion Graphics Designer to aid in the design of game interfaces, create gameplay visualisations and produce animated assets for our in-game brands. Working within the Global UI team, you will help define the player experience for our next generation of games. The role is for an initial 12…
Rockstar Games is looking for a Lead VFX Artist who possesses the ability to create high quality real time visual effects for AAA video game titles. Responsibilities * Experienced at creating a wide range of high quality particle effects using proprietary particle tools and various 3rd party software. * Interacting closely…
Rockstar North is looking for a Lead Facial Rigger to join its highly talented team in Edinburgh for our current and next generation console game development. The successful candidate would be responsible for assigning and directing work to an internal and external team of riggers and technical animators, building and…
Hey guys, my name is Vincent Lau. I am a concept artist from Malaysia. I am here to look for a chance to work as artist and begin my artist job here. Please feel free to contact me if you need to illustrate any 2D art or concept art. I would appreciate if I can have to chance to work for you guys. :) And Feel free to visit…
Heya polycounters, this is my first polycount topic, so be nice ! I've been wanting to create a foggy forest scene for a while now, so here are my current shots after about a week of work: Mainly used speedtree, zbrush (3ds max for bases), and substance painter. All materials are created from B2M using textures from…
Yeah, posting on 500 artworks per day could be a strategy that some people use to gain more followers. Might be ArtStation trying to prevent people from using this strategy.
it would mean that a 10,000 face model would have 30,000 verts in game where an "efficient" model could be a low as 5000, so that's "in theory" 1/6th the time to transform in the gpu (though 6 times very little is still very little) it would be considered bad practice.