Rockstar North is looking for a Character Skinning and Pipeline Artist to work with us to create the next generation of characters. In this role you will provide support throughout the character production process working closely with artists in the character team; using our rigs to skin character bodies and faces, and…
Greetings and salutations, Code Jockeys! My name is Rodney, and I am the studio coordinator for Naughty Dog. "Who or what is Naughty Dog?" I already hear some of you asking yourselves. We are a video game developers that make games exclusively for Sony console machines (Playstation 3, anyone?). We have been told many times…
OK I have a gun that I'm doing that weighs in at 93396 polys (woo hoo!) And I have a texture thats in psd 4k, with 4 layers = 28 megs. I import my model - sweet as I import my texture - sweet as I rotate the model around for 2 secs! - crash wtf! I thought that it was the high poly count, becuase it probably is excessive,…
http://www.edge-online.co.uk/archives/2006/06/a_bugs_life.php I can definitely say I've seen both sides of the coin. At EA, we worked in what were refered to as tester "pits" for one game, and had my own private cubicle with a sliding glass door and full size desk for the next. Ironically, my interaction and general…
Bluepoint Games is looking for a Senior Technical Artist (Maya). In the past we've worked on critically acclaimed projects such as God of War Collection, The Ico & Shadow of the Colossus Collection and Metal Gear Solid HD Collection. We're currently working on a very exciting yet to be announced non-HD remaster project.…
EDIT I solved the problem. Draw Mode is still in Blender. I don't remember what I did to make it appear. Draw mode only appears once certain conditions are met. Although I lost track of the ONE forum post in all human existence that will tell you how to activate it. So here I be, creating a forum post for all future…
Thanks guys @Pior: No one really knows exactly what the garg is (except for Valve I guess). The impression I got was it was a sort of biomech thing, but I can't say for sure hehe. PS. When starting with Blender I found it much more helpful to customise the UI, I put 4 viewports with the buttons window down the right (the…
Personally I would recommend to do two things: - learn about lighting and how to present models in a nice way. This is probably your weakest area right now, your modeling looks solid. Product photography and color theory might be a good starting point for this. Then get yourself marmoset toolbag and/or Unreal Engine and…
Hi guys, been away for a long time and thought I'd start on this drawing thing again now when the summer break is finally here. I decided to leave the last piece I was working on since I felt I needed a good understanding of light and colour which I didn't have (and still don't, but i'm working on it!). @wizo Thanks for…
Vertex Normal Toolkit v2.61 is out; http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919 - Added option to sum the weights of coplanar polygons for area weighting, also exposed a tolerance value for it. - Added option to harden polygon UV boundaries. This acts differently to the harden edge UV boundaries,…