Hello there! I am a freelance Concept Artist with over 4 years of work experience working on multiple triple AAA projects at Rockstar, Bulkhead and Sony. My main portfolio is here: https://www.artstation.com/haybieyau Please don't hesitate to contact me at haybieyau@gmail.com with any questions, I am looking forward to…
I would really appreciate some links as to where I can get a tutorial on creating 'AAA' game style terrains in world machine. I am getting better and better at using the tools that were included in the game engine that I use - I just want to learn world machine in order to save myself time going forward. All help…
Hello, I'm Antonio "Tony" a 3D character artist with 2 years of experience in freelance jobs for indie and a few AAA projects , ready for Hire. High Poly, Low Poly, UV Maps and textures. You can see my portfolio here: https://www.artstation.com/angeljohansen https://www.instagram.com/johang_3dart/?hl=es-la…
Motion Logic Studios is looking for Senior Character Artists Please have at least 3 years experience modeling characters for AAA game titles. Experience with Realistic Humans and Sci-Fi creatures desired. Skills needed: - Modeling - Texturing (Creation of all maps such as Normal, Diffuse, Spec, etc) This is Remote (and…
Hey, I am not sure where I have this from, but I think I've read somewhere that translucent textures and solid textures should have separate texture maps. Is there any truth to that? Or can they be mixed into the same texture map? I am currently doing an art test for a AAA studio and I want to be sure that I got this…
Job position at Treyarch wanted 2 shipped AAA titles and 4-5 years experience. I had 10 months experience at a smaller studio. Applied anyways. Now I'm working here. Stop worrying about requirements and instead focus on how to get your work above the level of work you see coming out of there!
Eh, Combat misses the point completely as to why Mirrors Edge was amazing. It is a speed running game at it's heart and unless you treat enemies as moving walls to further decrease run times they are a distraction from the elegant game mechanics. Can't we just have one fucking AAA action game without a focus on beating up…
No need for this. High Poly modeling is in most, if not all AAA games a required pre-step to low poly modeling and of course baking the high poly. Sure, there are differences when modeling high poly with a low poly bake in mind ... if you really want to get into games, than keep this in mind, when you get on with a "high…
Added more studios in the US to the list. If anybody spots any that i missed, please tell me. Willing to add AAA or Indie to the list as long as the site is valid and they're actively looking for people. Please note, I do go through the list often to ensure that there's no dead links. Want to keep it well maintained to…
It varies based on the complexity of the character. I've worked on a AAA third person action game where an NPC gets two weeks for the high poly, and two weeks for the low poly, UVs, and textures. I'm working on a project now with a very low tri count limit and diffuse-only texture. It probably won't take more than a few…