Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for an Art Director to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent producers to…
Hello all, I am a UK based, enthusiastic 3D artist with proven ability to create high quality art assets quickly and efficiently , available for short term and long term work. I have +7 years experience at a variety of studios across a wide range of video game genres. I have a passion for team building and collaboration…
Art Director/Graphic Designer SVA Games Inc. – San Francisco, CA We are a first year multimedia company in the San Francisco Bay Area. Currently preparing for multiple meetings with a large group of VC & private investors. We are searching for a professional individual with a major video game industry/triple A experienced…
in maya a blendshape just copies transform for each vertex ID, i dont think there is more to it than that recently there was a thread about retopology tools, and one i think called Wrap IIRC is shown, that conforms an existing base mesh to another model and you can designate matching vertices manually. Might check for that…
if you're going to invest a lot of time into something as big as a game project, why do anything quick and dirty? Doing things properly will give you better results and be faster. IMO the earlier iterations with lighting and textures are a lot nicer. Nanite is not equipped to handle characters yet, iirc
I don't think I've ever found an exploit since exploit communities find them much faster than me, but googling for them is one of my favourite things to do. Bethesda & Fromsoft games especially. In Path of Exile (in the first couple of years), you could even download Exilebot, have it run overnight and wake up to a full…
Started a detail pass on the meshes and did a bit of research into the reference. Turns out it was painted for Star Citizen. It's a concept for Arc Corp interiors. So, Moving forward I gathered some more reference for the assets as the concept is just representative of the impression/feeling and general forms of the…
Well, you can, though that's not really the point of the paintover...I'm trying to show you some ideas about changes to the facial anatomy. To break it down: -Eyes: The iris's lighter side should always be the opposite of the light direction as its a concave surface (normally light will be from above, yours is from below).…
As already said WoG is a great resource I also suggest looking up parts diagrams for various guns (google the name + "schematic" or "parts" or "diagram") as they're generally available Most guns, even handguns have a shitload of parts so if you're totally new to interpreting it, remember that the overall object is a…
A couple of things that are really throwing me for a loop. His philtrum ridge is a bit too thick on either side and is creating an odd highlight. I could be wrong, but it appears that your outer eye isn't far enough back, without a solid side view it is hard to tell. Also, his eyebrows are way too straight and way too far…