Porfolio (https://miagameart.carrd.co/) Discord : #miagameart - E-Mail - Fast reply I worked in multiples games genres and have experience with all of what a game needs : Backgrounds - Tilesets - Characters - Animation - Isometric - Portraits - Items. Responsible, I'll maintain contact with you and provide a trello link to…
brief— We are seeking skilled, motivated, talented Riggers/Animators with a passion for video games and the talent and skills to create them to join our development team.You will be involved in various aspects of game’s creation from Animation To Rigging. Responsibilities— * Animate Animations as told by Project leads *…
We are looking for an animator/artist with extensive experience in UE4. We are looking for someone who can rig new character models, make some new animations, and has experience with the animation blueprint system. The game you will be working on is Wormhole Wars (FPS with portals): https://youtu.be/oEQrTCSg8lY…
Hi guys, I'm a beginner animator, so I present my first animations of strafe, So I'd like to read your criticisms, thank you very much. Strafe Animation: https://www.youtube.com/watch?v=1ByWh2jN0PY&feature=youtu.be
Hi guys, i'm new in animation, i search in google how mirror animation, but no tools work. I try Bonus Tools 2015 but don't work mirror animation, only work in objects. Someone knows a tool that mirror a skeleton mesh?
Zombie Studios seeks an experienced animator to work on a high profile next generation game. Animators work with a combination of key-framed and motion-capture animation with a focused on realism. Candidates must be able to create and integrate animations into the game engine that fit with game constraints. Must have 2+…
So, I know how to animate and import animations. What if I wanted an animated cut scene that has two characters interacting with each other. How would I approach this? My thoughts are that I animate the full cut scene minus the camera (because that is being animated in UDK) in Maya before importing it into UDK. In the end…
Post images of your hierarchie and your animators. What i understand is, that you control your weapon animation through the character animator. Which is the wrong approach. The weapon animation shound be independend from the character animator and the weapon should have its own animator.
I have a character that has a bunch of procedural textures on him and I've been importing him into all the scenes of my animation that I had animated earlier with an older version of that character. First couple of scenes, everything was fine, but now, the animation somehow managed to break all the procedural textures. I…