Job Title: Animator Ideal Candidate: Animator who understands the video game 3D pipeline inside-and-out and thrives in a small team environment. An individual contributor with strong written communication skills and ability to self-manage and stay productive while working from home. Location: Anywhere. Fully remote…
here's a couple screenshots showing the exo that we've released for advanced warfare :) looking forward to seeing your progress http://www.vgblogger.com/wp-content/uploads/2014/05/02/CallofDuty_AdvancedWarfare_4.jpg…
Yeah, Vig, I asked my teacher at Uni and he pretty much said the same thing as you. I was just curious how other people would do it is all. I know how I could do it. It's just that I wanted a few different opinions to learn from. It's coming along nicely now, cept that I made a 1024 by 1024 texture for the wall that has a…
upd 19 jan 2015 Set for Beast Master upd 24 aug 2014 Set for Necrophos upd 27 july 2014 upd 28 june 2014 collab with Andumy and Pior upd 14 june 2014 Set for Siren Hey guys! Finally managed to create my own thread here, so here we go: finished set for slark few days ago, check it out…
How about voxels? They are super quick to produce, and marching cubes output optimizes excellently. Maybe now in 2025 we can upgrade the definition of low-poly a little bit.
I'm aware of the method in scanline renders in applying hair materials to an object and yielding results as found in this video. Link: https://www.youtube.com/watch?v=Fqv8vrkWc_4&t=223s Although I'm looking to do so inside of Arnold as I'm doing my best to deep dive into the render engine. I was hoping I could get some…
Xpost from my GA thread here. I am going to be doing a "Final" version of Commissioner James Gordon. Exposition: Here is some initial mood stuffs and a quick block in to solidify the idea a bit. I'm going to try and knock out the character first. Then I'll come back and finalize the pose and pedestal. Some ideas that I'm…
Greetings! I have had this minor issue for as long as I can remember in Maya, where all I want to do is copy and paste animation keyframes, in many cases for animation cycles - and then Maya goes ahead and copies the entire character rig into a new group node. This has only been an occasional nuisance, until today. Now,…
Not a long time ago i was working on project where i needed a lot of simple, but not standart alpha stamps. So i was making them in Photoshop and it was not so good expirience. Constantly bouncing between two softwares if i need to make slight adjustments. Create alpha in PS. Save. Re-import. Apply. Realize that i need…
Just UVmapping everything! Nothing really fancy going on because I find UVmapping manually on hard surface is often the best instead of using Unwrella or Roadkill. I get stuff done directly instead of doing iterative work and fixing the automated UVmapping. Should I split my all of my textures into 4x1024 or should I keep…