May9 Pro is an alternative user experience for Autodesk Maya, is designed to improve the daily workflow and minimize the needed to learn the native position of commands. The main concept of May9 Pro is streamline useful commands into a single keyboard button (Z), by predicting them from the context. May9 Pro is targeted to…
Company Description A leading publisher of digital and social games, Gameloft® has established itself as one of the top innovators in its field since 2000. Gameloft creates games for all digital platforms and is present on all continents, distributing its games across 100 countries and employing over 6,000 employees. As…
The Odd Gentlemen (creators of the new King’s Quest) are looking for a fine lady or gent to join our team in Pasadena on our new project. Our ideal gentleperson is a 3D generalist that is well versed in environment and character modeling lighting and texture mapping. Title: 3D Artist We are looking for a Maya 3D generalist…
I think I'm missing something fundamental here: How do I streamline my mesh (post-texturing) without messing up my carefully constructed UVs? I construct a base mesh in Max/Maya and export for texturing/HiPoly detailing in ZBrush or equivalent. This base mesh needs UVs before export so that Poly/vertex painting and Details…
I am trying to streamline my naming convention in my scenes however if I copy an object named 'Axe_01' for some reason the resulting copy always adds a zero i.e. Axe_002 rather than Axe_02. This is frustrating and i'm spending a lot of time deleting the extra zero - is there a way to have it copy without the extra zero…
Hey all, In this thread: http://www.polycount.com/forum/showthread.php?t=63652 poir advocated for the use of creasing in Zbrush. I can't for the life of me figure out how to get any useful results from them. Does anyone actually use creasing in their Zbrush workflow, and, if so, how? It seams like they might be useful if…
Mixamo is pleased to announce the release of our Auto-Rigging feature. Mixamo has been bettering the world of 3d animation for over two years now and in an attempt to streamline the rigging process we created a brand new Auto-Rigger system from scratch. http://www.mixamo.com/c/auto-rigger All online and in a matter of…
[FONT="]YAGER is an independent developer of computer and video games based in Berlin, Germany. We are specialized in the creation of AAA, multi-platform action experiences, for a global audience. Attention to detail is a hallmark of our development; from refining game play to the point of excellence, to instilling…
Good day polycount! DM-Obsidian is a (Team)deathmatch oriented 8-16 player map i created for Unreal Tournament 3. I started off in UDK to practice some asset creation but decided i wanted to turn it into a full sized map i could play with friends on our annual lan parties and such. For this to work, i had to use the UT3…
Hi all. I'm feeling a bit down with the perspective of game careers at the moment. I've been training my past year upon graduation, to make a concept art portfolio, I took a long journey to re-learn art fundamentals and take my skills to the next level... but in Portugal, my place of residence and birth, the game industry…