Mythic Sun is currently in the early stages of developing a prototype for a concept untitled game through Unity. We are seeking talented concept artists to complete the required 2 out of 5 Champion sets we have planned for the prototype release. We have a live GDD that is currently still being built:…
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Hi All! I'm pleased to announce that we have a job opening at our UK office branch in Farnborough, Hampshire for a Junior 3D Artist. Ideally we are looking for UK applicants only but, we are a global company and as such we'd be happy to pass your portfolios on to the other offices. IMPORTANT - We are a simulations company…
About the game: Team Woodsalt has a vacancy for a character artist who is skilled in cartoon/anime style characters for a 6-12 month contract. The game is called Sonder. It's a JRPG/adventure which combines Persona-style character interaction and relationships with Telltale-style dialogue and branching. The art style and…
So I'm coming from Blender which I've used since like idk 13, 14 years old somewhere around there. So I might be a wee bit biased towards Blender. Anyways since I want a job in this industry I need to learn the industry standard software, thus why I'm trying to learn Maya and will probably try learning 3ds max afterwards.…
I know that there have been newer versions of Blender since I asked my last question on here. But, I'm still sticking with older Blender until I have a good reason to change - maybe after receiving an answer on here I'll have to look into that. I've been trying to look for ways to get the ID process of another program open…
Hello, I received a mesh from a contractor that I've split up into separate material IDs. When I view the material ID render pass, all of the different materials look fine. However, I don't have the high poly source of this mesh (it's a low poly mesh). If I put the low poly mesh on both the high and low bakes in the baking…
not sure if it's a bug or I'm doing something wrong but when I export any Subtool with Polypaint using FBX it will set the color of vertex ID 0 to all other vertices. it still exports as expected using OBJ. this happens on all meshes whether it's Dynamesh, Zremesh, with and without UVs. the red is vertex ID 0: the export…
Need some help, having some issues with 2 parts, materials are applied correctly. UV's seem to be layed out correctly (no overlapping), but the textures seem to bleed into each other, anyone have any pointers to why this is happening? Thanks. Software used: Maya. Substance Painter