Mojo Bones Ltd. is a South London based games developer
seeking a 3D Animator to work
directly with the development team and a AAA
publisher, to help create and define
the overall visual style of animated characters on our upcoming project. The Animator
role will have good fundamentals of traditional
animation skills with…
I believe this is because their engine is build upon MAYA itself. If we are thinking of the same thing, the artist can then quickly rig parts of a mesh and modify it accordingly. Since the engine can accept the rigs, and its built on top of maya, it gives them quite a bit of freedom to work artistically with the engine…
Making a game right now with a raccoon character. I want him to be able to run on all fours or walk on 2 feet, as well as a number of other animations, some typical to quadrupeds and some to bipeds. I'm wondering what pose I should model/rig him in, also looking for any general advice as I've only animated pretty standard…
Customized characters in a matter of minutes Our friends at Mixamo have added yet another tool to their rigging, animation and character creation arsenal. Fuse gives artists all the assets required to quickly create high quality characters which are then seamlessly integrated with Mixamo's existing rigging and animation…
Hi, I've been working on this character model, it's my first time with Mudbox so I'm still learning. I'm currently working on the ear and it's looking kind of lumpy. Is this something I can fix later with some combination of tools and techniques? or am I supposed to use more subtle/planned brush strokes from beginning to…
I'm making a model of real world track and I'm having problem with modeling railing. I made one segment of railing, like this: Model by itself is great and could be bended at several angles to create modular set. But this track that I'm making is not flat and straight at all and making railing using modular set is just not…
I'm totally late to this party but I'll toss in my 2 cents. I've run into this a few times and what I do (which you probably haven't done and probably want to do in the future) is to place the pivot point for all of the meshes at the point that the biped scales from (the frozen footstep node between the bipeds feet). That…
CORE TEAM Adrian Cota - Lead Environment Artist / Level Designer / Tech Art MJ Clemente - Character Artist / Environment Art / Foliage Art Diego Mota - Creature Artist / Creature Concept / Lighting Artist Sergio Santos - Tech Artist / Character Concept / Prop Art Wenlong Yu - FX Artist / Props / Environment Art FREELANCE…
Hey all! I've been learning some new rig setups, including face morphs, spine controls, and reverse foot rigs. Here's just a quick couple of tests to try out the new systems. Enjoy! [ame] http://www.youtube.com/watch?v=DZkdoyjz2jY[/ame] [ame]http://www.youtube.com/watch?v=uMx2XxRVOyc[/ame]
Hoi hoi, Finally got a low poly and texture built for the new "Super-heroine". Currently at 8'463 tri's with 2048 d/n/s textures, i'm going to rig her within the next few days and give her a decent pose.....when I get around to teaching myself Max's rigging system.