[ QUOTE ] I think he's suggesting that they're limiting potential sales by making it 2d only. Also if you're rendering 3d to 2d and you wanted to modify a base, it would make more sense to modify the 3d and render it again rather than modify every frame of animation no? [/ QUOTE ] That´s what I was talking about. Like I…
i usualy don´t like the wiki setup bc its soooooooooooooooo user unfriendly only exeption: you´r a programmer from birth.. but i like the idear that all the technikal stuff is stored in some KIND OF wiki that would be awesome! so a good search funktion AND a good navigation tree are essential edit: i think about two…
There`s a bit more `contract` focus here: http://www.conceptart.org/forums/showthread.php?t=53377 "And is this a good idea for quick inexpensive development?" No, a professional freelancer will charge more than a salaried employee, on account of the amount of downtime between contracts, paying for their own software,…
Its been a while, but i've managed to do a low poly and textures on this guy. The body is at 2048*2048 d/n/s whilst the gun is at 512*512 d/n/s. I wasn't overly concerned with the polycount so I pushed it to 17'729 triangles (including all accessories, guns and teeth/tongue). The render was done using multiple Marmoset…
99% of the normals were painted in Photoshop. DH and The Bird did a few high-poly models for the cinematic characters ... since that is the only place we would have seen any payoff from them. I think high 200's to low 300's for the triangle count in most game play human units sounds correct. Units typically had compressed…
That's too bad to hear. Yeah this is more of my focus. Not A-E-I-O-U-Squint facial poses. Facial animation can be scripted to either be posed a certain why on or off. The body is so much more dynamic and I was wondering how this could be overcome. There are so many different poses the human body can do in regards to…
We're looking for a Senior VFX Artist. From the EA site here: https://jobs.ea.com/jobs/jobposting.aspx?refresh=1&postid=a0z50000000Hal4 Key Responsibilities: Responsible for the development of a large range of visual effect art assets according to the agreed design and within the constraints of the target hardware and…
[FONT="]Job description and responsibilities:[/FONT][FONT="] Ratrod Studio Inc. is an entertainment software company that specializes in developing and publishing interactive web content and games for a complete range of platforms including mobile devices, PC and console systems. We develop games in todays most…
Do you want to work in a creative environment with talented people from all over the world? Are you eager to learn more and to develop your skills? Do you enjoy working on diverse AAA titles like Gears of War and Saints Row? Then Streamline Studios is the place for you! Streamline Studios is an independent developer and…
Hi all, I thought that with the increasing number of engines and standalone apps availlable it would be nice to a thread here where we could gather the different methods we use to preview lit normalmaps in realtime (renders banned!). Obviously in-engine solutions are always the best for studio work but I am mostly thinking…