Leading mobile games developer and worldwide publisher of mobile and social games Gameloft, is creating a position for a Technical Animator! Job Description & Environment: As a member of the animation team, you will provide technical expertise, create tools and refine the animation workflow to allow the team to work…
Psyonix is a video game developer located in downtown San Diego. Best known for Rocket League, the award-winning game that combines soccer, driving, and highly competitive and addictive game play, we are an industry-leading game studio rooted in a crunch-free philosophy that emphasizes a healthy work-life balance. We are…
More progress on textures, I plan to get them to a refined state by the end of this week. Any feedback is welcome and much appreciated. Also I cannot decide if I should use a white background or a darker background. So any advice on that would be helpful. (the light background variant is on the next message because for…
Hello everyone! I would like to introduce a new tool especially designed for all the artists working on CRYENGINE that I have created recently. This tool is an easy-to-use texture and mesh importer that allow to improve dramatically the asset pipeline for CRYENGINE. Direct download - v0.5 - All releases Key features Import…
totally agree with the above replies, just wanna give my 2 cents as well. I see three issues here. A. artist doing their own thing, and not what you want in terms of style - this could be either to the artist not being used to design (that is totally okay for a production artist imho) or you have to teach them what you…
Thanks for all the input, everyone! It's gonna take me some time to digest it all. @Vorge "Honestly my first thought would be to define swaps. What are you swapping, what are the options. Then defining your seam edges and create a spline-guide just to remind yourself. Then probably a polycount over divided into a part to…
Short answer: Triangle Striping. Longer-ish answer: Invisible edges can flow any which way when models are exported/imported. It's up to the ex/importer and the application to define how they flow. If you triangulate, it doesn't give them the option to flip. Slightly more detail:…
Hey man, here's some crits: From the front view: mouth wider nose less blobby (define the nostrils more) Make sure you have the eyes wrapping around (the eyeball is a sphere even on a monster like this, so the eyes are def. not wrapping around a sphere properly atm). pull the eyes down slightly, and pull the mouth and nose…
Looking pretty cool, I really like the face on the high poly, lots of style =) Crits: The muscles seem a little blobby and are not really flowing and transitioning all that well. You have some weird breaks in places and I'm not sure why? Maybe its unwrapped a little funky? The skin looks vac-u-sealed onto muscles a little…
Aside from the execution, it might help to define a character abstract (if you didn't do so already). What defines this character/creature? How did it become this way? Where does it live? How does it behave/attack (gameplay). Ideally the final design would communicate all that and might give some idea what references to…