JUNIOR ANIMATOR A Next-gen AAA-titled video game company in Northern California is looking for a Junior Animator to come aboard to work on their latest unannounced action title on the Xbox 360 and the PS3! As a junior animator you'll be using cutting edge hardware and software for the animation of some of the most…
@sacboi Yea im planning to continue till the end, but its probably gonna be a while. As for portofolio entry it depends entirely whether i can make it look good or not. Nice king tiger btw
I am not the contact for this job. I'm posting this for the announcement only. Do not email me your resume, ... again. You know who you are. Contact info is in the post: ============================================================== *STORMFRONT STUDIOS Senior Character Modeler/Texturer* *Console Action Game* * * *Our…
INTRODUCTION Hello and thank you for taking your time to take a look at my post. I am looking for someone who is interested to join Hephaesus Softworks. I am looking for someone who wants to join the team for a long term. We are looking for someone who can work 10 hours a week. Every team members will have freedom. For…
What Substance workflow + export settings would you use to get the best results in UE5 using the new Substrate materials? Mainly to prevent 'white fringes' problem that was common in the UE metalness workflow around gradual transitions between metal and non-metal materials like dirt and paint? So basically a 'specular' PBR…
Even though I haven't done this (yet), making a complete ecorche using something such as the book Classic Human Anatomy would probably be one of the best ways to learn the more technical aspects of anatomy (like the names of things, muscle origins and insertion points, etc). To get a better feel for the form though,…
So much of this hinges on whether we’re talking about texturing for a diffuse-only engine, or for PBR. For PBR all that evidence suggests that you paint in any highlights or form shading very weakly (if at all) and let the engine do its thing to generate reflections. All the cool extra detailing comes from the normal map…
I have several guidelines I repeat to myself every so often when working on a new head. 1. Check General proportions, and am I deviating from them on purpose? 2. Decide on the age of the subject and check for consistency among the features concurrent with the age 3. Check if the anatomy is plausible, starting with the…
Okay now I'm actually paying proper attention. poopipe said: This is incorrect. You're accessing the same texture with a different uv coordinate each time, this counts as a separate texture lookup. The only thing you save by doing this is probably copy time to the GPU. The memory would be the same as 4 4096*1024 maps since…
Some very solid base assets here. Bit over saturated and there might be a bit too much contrast in the diffuse, especialy in your darks. This is a common mistake, making single assets look really cool by increasing contrast and bumping up saturation, but if you want the lighting and shadows to look better in the scene,…