ALL POSITIONS FILLED! It's been a long arduous journey, but we're finally at a point where we have all our bases covered and all our effort is now focused on Kickstarter preparations. We are still always interested in connecting with talented people, but we unfortunately just don't have the time right now to consider…
Personal opinion - your portfolio still needs a lot of cleanup and work as it is a bit over the place. So let's start with the job search and a look at the perspective from the studios. They want to know that you can deliver their style. While I am not following the stylized art style closely, I can't say that when I look…
Welcome to the world of Forsaken. You are an out-cast Master Samurai with exceptional skill. Born to be the Leader of a destroyed Empire, but Exiled by the Supreme Guardians of the Emperors Shine for Misconduct. You alone have traveled the devastated lands in search of rest and peace, but to no avail you have fallen to…
When to texture? I think batching things by disciplines makes more sense for a large scale production. For a small team, it seems like moving from one complete, playable iteration to the next makes more sense. This way you are continually reevaluating your entire workflow because you perform an entire loop of the process…
I just finished the low poly of the wrench and unwrapped it, but I'm struggling a bit with UV layout having to deal with some long and thin islands I don't want to split. I was thinking about using a non-square texture like 1024x512. So I got some questions: 1- Assuming the texture is 2:1 x:y ratio, I guess I have to pack…
Company: Ciney (Mobile VFX App) Location: Remote / Global Description: Ciney is a new mobile VFX creation tool that lets creators blend 3D assets into real-world scenes in minutes. We are launching a Seed Creator Program to test Ciney with talented 3D and VFX artists. This is a paid testing program: participating artists…
/edit: Ha, I just read Mark's post from 2008. He said the same thing, I just explained the second way it a little more. There are a couple of ways you can work. 1. This method is easier to understand. Leave your first Unwrap modifier there on channel 1, and add a second Unwrap modifier set it to the correct channel and…
You don't really need a Marmoset-specific export. UE4 or UE4 (RMA-Packed) exports from DDO will function perfectly fine so long as you choose GGX shading and apply all materials correctly per Toolbag's documentation. Right now DDO is designed to function with one export profile at a time. You can export to other engines…
Ah right. The utility basically just automates the 'tokenize' command for this part. The tokenize script in maya basically looks for a "_" character, and then creates an array from each section of text in-between. So if you had a bunch of similar nodes called "left_foot_1_node" and you wanted to connect it to something…
I'm working on a script and observed a weird behavior and wanted to share it with you guys. I deleted everything which isn't necessary - that's why the structure of the script might seems confuse. Situation I use a DotNet DataGridView and fill it via MultiThreading (CSharpUtilities.SynchronizingBackgroundWorker) with data.…