Polycount should have done what "Art-station" did...(Galleries portfolio's is what i meant here if it wasn't clear) Never the less i really enjoy seeing a.s.s. and the battle still going strong, salute brethren it has been an honor to serve. Yes it just breaks up communities seems to always happen every so often, artisans,…
Hey, We're a small team of 4 people and we just started working on a new MOBA game. Currently, we're looking for a rigger (in Blender) to skin/rig our character models. All characters will mostly be humanoids/bipeds, with all of them having an upper body control separate from the lower body. Something similar to Fortnite,…
They got Fortnite running on phones with (they claim) the same project as the PC version so it's theoretically possible provided you have sufficient time, resources, experience and are willing to adjust the scope of the project. Since (I assume) you're not a large studio that's already making tens of millions off the…
Hey, We're a small team of 4 people and we just started working on a new MOBA game. Currently, we're looking for an animator with rigging experience (in Blender) to skin/rig/animate our character models. All characters will mostly be humanoids/bipeds, with all of them having an upper body control separate from the lower…
Good day! Polysquid Studios is open for business opportunities. 3D Art studio, based in Riga, Latvia. We have 10+ years experience in game development. Our main focus is PBR game-ready models and hand painted art for games. All our art is made by us, from start to finish and we are NOT jet another outsource company...…
Oh, best get used reading documentation. I try my best to give some short answers: Typically characters are skeletal meshes (guess not mandatory for rigid ones, like a chess pawn). They are movable (can move during gameplay), same as animated or simulated objects. Therefore: 1) Their shadows don't get baked into lightmaps…
To keep it breif, I'm trying to create a fighting game with tiny 3d modeled characters. It's a bit of a heavy job, as even though there is only 1 character base (low poly), with 3 different elaborate animation styles, and multiple different cosmetics (which need to be made piece by piece as players can mix and match…
Hello!, My name's Ulyses Bain Carames and I'm a 3D character modeller that specializes in stylized 3D models, NPR, PBR and handpainted models alike. I have studied the cel-shading techniques from the likes of Nintendo's Zelda: Breath of the Wild, and Arc System Work's Guilty Gear XrD Rev 2. I am able faithfully recreate…
@sarasumm thanks! I think the larger hands/feet work better for a character with a head like that @valociraptor Thanks for the paint over, that's awesome! Great notes and I like the texture update as well, really needed some warmth in the shadows. @Sigmafie Thank you! The legs were bugging me as well. I'm not sure I follow…
pmiller: thanks! I actually showed off my assets and a bit of how the shader is set up on a recent UT stream. [ame] https://www.youtube.com/watch?v=GLPKxHox75I[/ame] frmdbl: thanks man, check out that video posted above. Also, Chris Perna, Rick Kohler, and myself will be on our weekly UT steam this Wednesday to talk a bit…