3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
Hey @jStins ! Yeah - I don't wanna slow down on this stuff... feel like I need to be producing all the time right now. Thanks for the kind words - it's always encouraging to have some sort of confirmation at the start of a project just to let you know you're not barking up the wrong tree. Kind regards, B.
@Gnashed thanks dude, that one never felt very right, it's like it has two weird light sources. Can I nitpick your centaur? :b I feel it could have a ground plane... or is he walking on a nebula? like a constellation? Great render nonetheless ~~ Some thumbnails I'm working on for a personal projects, monsters!
I find I am more drunk in person than online. Also, changing my name to "parnell" was the best thing I did. I don't feel like a renob introducing myself as "modeling_man" at GDC meet ups. You'll feel way less nerdy if you just use your real name. B
Here is my WIP portfolio: http://gregdalessandro.weebly.com/ 3 things to note: a) I am drastically changing the layout b) I am getting rid of the female model and Peter Dinklege (they were placeholders for my Portfolio class) c) I plan on texturing/rendering the building I already made. (it was also built with modular…
What about bringing back complex refractions? Feels silly even bringing it up. Automatic mesh reimport/reload might be a nice feature. Or maybe a right click context menu to reload selected object. Unless I'm missing something, I have to delete the object hierarchy and then file, load (ctrl-b) the mesh.
this is now what I have, a)I also was wondering if you were using billow or perlin noise. b)Im not sure if you can see them but I have these patchy spots on top of my barrel, like they are a little bit darker then the rest of the texture. c) Whats the point of using the luminance RGB node?
Absolutely stunning work. I love how you iterate so much and can even say it sucks when it already looks pretty ok. You've got some major dedication it seems. And yes.. painting crystals is a pain in the b*** :poly105: Keep going I'd say. You're really nailing that LoL style.
Crytek UK is no more: http://www.gameinformer.com/b/news/archive/2014/07/30/deep-silver-now-owns-homefront-new-studio-handling-development.aspx I'm glad to hear that the Crytek UK staff is moving to the new Deep Silver Dambuster Studios to continue the development of Homefront. I wish them all the best.
been meaning to ask this for a long time. your AO+normal G-B soup layer.. do you take the green and blue channel, and multiply them with the AO? or do you take the green and its inverse as well? what sort of benefits do you get from the extra channels from the normal map