Work with a major Developer hiring Multiple Character Artists (2-3) to work on Current and Next Gen big Budget AAA title. Get in on the ground floor of a new division of this highly established studio. Plenty of room for growth with Bonus and Royalty programs in place. -Zbrush and Maya experience -Worked on at least 1…
[ QUOTE ] (At Adobe, management worried when the turnover rate hit 18%. EAs 50% is evidence of a grossly dysfunctional culture.) [/ QUOTE ] http://enginesofmischief.com/blogs/ramblings/archives/2004/11/11/643#more-643 Turnovers like that usually equate to alot of assholes. I've experienced high school....don't wanna live…
Try adjusting your material so that its not so glossy. Try Diffuse: ~.50 Grey, Specular: 0.3, Gloss: 0.3. For the most part looks good but i think you're missing a few details like the grooves in the wings. @Oniram: that made my day!
Work with a major Developer hiring Multiple Environmental Artists (4-10) to work on Current and Next Gen big Budget AAA title. Get in on the ground floor of a new division of this highly established studio. Plenty of room for growth with Bonus and Royalty programs in place. -Zbrush and Maya experience -Worked on at least 1…
They've been hiring for awhile. Could it also be because a lot of people left for 343? Some of their videos have some people talking about a lot of professionals quitting their jobs to continue the Halo story. I'm sure it's not just from Bungie, but I know quite a few Bungie guys left for 343.
Dat sudden realization in marmoset that 0.3 gloss value was default for roughness BEFORE it converts to 1.0 when a roughness map is imported. lel and here I was thinking 0.3 was the actual roughness value from marmo to UE4 inversion. Note to self: Leave a dontnodchart as it is. Damn, what fail xD Thanks for the replies…
The cost of using lerps instead of raw values is negligible and will also help avoid compression artifacts. Consider a material that's roughness blends between 0.2 and 0.3. If you paint these values in the map they will get crunched up by Dxt compression. You're better off painting the mask between 0 and 1 then lerping…
It's a gradient texture where you choose to clamp at a certain value. So for instance any value below 0,3 gets black and any value greater than 0,3 gets white. Use that as a mask. Then you can animate where to clamp which can result in some interesting results. I've also integrated the normal map transition to dynamically…
Okay, in the end, the Morph Targets plan for that project didn't happen. However, I've been working on them and facial expressions separately. So far, I've managed to figure out how to import/export the Blend Shapes into UE5. I also keyframed an animation that cycles through them all in Maya. That animation works no…
I feel like I can anticipate one of the new tools in IC.Shape 2.0. Anything to see a girl smile. From MAXScript menu, create a New Script. Copy and paste following code, then from editor menu Tools choose Evaluate All. You'll find the command in Customize User Interface... under category IllusionCatalyst Tools, named…