3D ENVIRONMENT ARTIST SIDE EFFECTS HOUDINI SPECIALIZED STUDIO PROFILE Established in 2006, Ubisoft Sofia has quickly become one of the group’s most versatile studios. In its first 6 years, the studio has already developed a rich portfolio, ranging from casual games to flight simulations, and covering a wide range of…
Game Title: Our Ghosts of War™ Platform: PC Genre: Open World Survival Sandbox Camera View: Third Person & First Person Company: Pixel Perfect Polygons Team Communication: Skype, Email, Slack File sharing: Perforce Contact Email: pixelperfectpolygons@outlook.com "Our Ghosts of War" is a realistic open-world sandbox…
The latest UDK update is out today. It's mostly a bug fix update but there are a few new features as well that might help a couple folks out there with a few specific issues. Either way, its still a nice free update to a great tool. Here's some cut and paste from the patch notes: Upgrade Notes PhysX is now enabled for iOS…
Crystal Dynamics is looking for Senior Environmental Artists for its current game teams at its studio in Menlo Park at the heart of northern California's Silicon Valley. Position Summary: Environmental Artists work with Art Director, Lead Artist, Designers and concept designs to create 3D interiors and exteriors for game…
Compatibility | Documentation | Asset Store This package extends Unity's Post Processing Stack (v2) with 33 additional screen effects. Aiming to provide visual enhancers or feedback effects. ⚙️ Post Processing Stack benefits • Effects work in Scene View • Changes made in Play-mode are saved • Profile-based settings, easily…
Aww yeah, time for a new project. I'm gonna be doing a classic: the UH-1N "Huey" helicopter. This was very popular during the Vietnam war as a "Utility Helicopter" (hence, UH). It served many purposes during that time, and looks bad ass! So I decided to model it. The model I'll be doing is referred to as a "slick". These…
With the 4.04 update, Toolbag's backend switched from DX11 to DX12, and this had some performance and memory management implications. We also switched from Nvidia Optix to the DXR ray-tracing backend that is built in DX12. Generally, you should see improved ray tracing performance (render speed) but the memory use for the…
Ahh cool I like it. I like the area where the tower and house meet, that mossy/ivy bit is a nice touch. I like the painted details in the textures nice work! This next bit might scare you but I wouldn't take the time to post it if I didn't think it would help. It's not meant to make you feel like crap but to help you…
I think you're more than halfway there. The form is fine for the tooned look you want. What you're missing the aesthetic execution. Spend some time observing hair. The most important parts to getting people to buy textured hair are the specularity, and the depth. Paint some hair in just 2d for practice. As in find a…