We are looking for a 3D ENVIRONMENT ARTIST, with experience in Autodesk Maya 2010. Please see www.rampagem.com for more information about the team and the project. [ame="https://www.youtube.com/watch?v=yTRA7ezuanE"]Rampage M pre-alpha footage December 2012 - YouTube[/ame] Due to the nature of this project, we expect you to…
Lead Character Artist Amazon Game Studios is looking for an experienced 3D artist to join our development team as the Lead Character Artist, to help define, drive, and inspire the visual elements of game development. The perfect candidate will be a master of all aspects of game character art creation, hardworking, a…
Technical Artist We’re looking for a talented and passionate technical artist to join The Game Band. You will work closely with our art team, animator, and lead programmer to develop visual features and solve fulfilling technical challenges. You will be a highly-trusted part of a small creative studio, empowered everyday…
Would you like to be responsible for the amazing environment where our games take place? Here is your chance! Insomniac Games is looking for a top-notch environment artist to build engaging and awe-inspiring worlds, in our North Carolina studio. This artist would be responsible for creating the environment or world where…
Aesir Interactive is looking for a talented, inspiring and versatile Art Director. As Art Director you will work closely with
product managers, producers, directors and your team of artists to ensure
consistent visual quality within given budgets. You have proven to be able to
lead a team of artists and know industry…
I know that blender definitely lets you paint vertex color directly, and it also supports multiple vertex color channels, here's a quick sanity check to make sure I'm not spreading BS on the forums. Just subdivided a cube to get sove verts real quick, I guess it qualifies as programer art at this point. Basically, if you…
in my experience this is a very made up situation. yes technically there are some pretty cool workflows floating around. but as soon as you have tons and tons of dependencies you start sticking to the old - working - workflows. as an individual freelancer who just pushes out final FBX files and textures, it might not…
+1000 Yeah, I think if you simple triangulate your mesh before exporting you should fix these issues. The problem is that when quads are imported into Toolbag, Toolbag needs to decide which direction to triangulate in, and that may vary from your 3d app. With max you shouldn't need to triangulate before baking, but…
Thanks for the reply! So to answer some of your questions I needed multiple UV sets because when you upload from 3d-Coat to sketchfab it makes one material per UV set. The issue with that is you can set the metalness and roughness but if you have only one material it does it for the whole model which defeats the purpose of…
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features. The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and…