Hey guys, So I was just wondering is it considered unprofessional/lazy to have game assets decimated rather than retopologized by hand? And I am not talking about characters, or things that will be deforming. I am talking more about things like rocks to weapons and even bigger assets like spaceships. Should I avoid showing…
Position: Pipeline Technical Director Division: CIS Vancouver VFX Reports To: Head of 3D and Technology Start Date: Immediately Responsibilities Reporting to the Head of 3D and Technology, the Pipeline Technical Director will be heavily involved in the creation and ongoing support of a large high-end visual effects…
We are seeking an experienced Shader Programmer/Developer to join our multi-disciplinary team to work predominantly on tools, pipelines and graphics systems to support the team producing digital art. The Studio:Dominic Harris Studio Ltd is the production studio of the digital artist Dominic Harris (www.dominicharris.com),…
I posted this on the 3D art showcase but I thought I'd throw it here as well. I'm a novice in the realm of art. In June 2018 I'll be starting up at Think Tank, so in preparation I took a week off work with two goals. One, produce my first environment scene from start to finish. Two, use and experiment with as many studio…
This will be my first art post here on Polycount. I'm a novice in the realm of art. In June I'll be starting up at Think Tank so in preparation, I took a week off work with two goals. One, produce my first environment scene from start to finish. Two, use and experiment with as many studio standard pieces of software as I…
Platige Image is an award winning animation studio for creative endeavors specializing in designing CG imagery, 3D animation, and digital special effects. At Platige, we combine film and advertising work with a strong passion for art, education, and entertainment. Right now we are looking for: COMPOSITING TD with strong…
Will you be part of our adventure? We’re looking for world-class game makers and bright new talent -- people who want to work on beloved products and do some of the best work of their careers. Here are the kinds of people we love working with: people with new ideas; people smarter than us, who can help us learn new tricks…
This past week and a bit has mostly been spent on smaller elements and detailing, I haven't done anything to the far end of the square, although I plan to perhaps give variation to it through foliage elements rather than specific unique buildings. First off, I put together a cobblestone ground material: of which i…
The stack is evaluated from the bottom up. If you toss an edit poly modifier on top of the unwrap modifier, it will respect the uvs. If you go back down the stack under the unwrap modifier and start messing around, you run the risk of messing up your UV's. You can keep tossing modifiers on top of each other but at that…
Theory, tools and workflows are more or less the same for every software. Modeling is still modeling, animation is still animation, artistic and technical theory is always the same. I have been using Maya for over 5 years and i'm currently trying out Blender 2.8 but in these years i also tryed basically all the softwares…