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Found 212 results

  1. I have this custom character made in blender that is rigged, when i import this model to mixamo after I set the chin, knees, etc..., it works fine but when i import the original model to unreal engine it apears in the wrong pose anda some console warning. But my questions are: Mixamo needs a pre-rigged model to work? and Unreal needs a pre-rigged model to run the mixamo animations?
  2. Hi, I'm Woody, Project Director at SODWA Studios (which is just me and my programming partner). We're looking to add a 3d character artist to our small team. Our game, SODWA, is a tactical turn-based strategy game, similar to games like Heroclix, X-Com, and Final Fantasy Tactics. This should be a fun project for any fan of the Saturday morning cartoons of the 80s, like Masters of the Universe, Voltron, Thundercats, etc, as those series serve as the inspiration for our game world. Players get to assemble teams of colorful characters to duke it out in online 1v1, using a combination of melee attacks, weapons, magic, high technology, and superpowers. Right now we're getting our playable demo off the ground, which we'll use as the cornerstone of a Kickstarter campaign. Our demo is coming along nicely, but we're having to use 3d assets purchased from the Unity Assets Store. Feel free to join the SODWA Discord and our Reddit community. If you'd like more information, Discord is probably the best way to get a quick response, or you can comment on this post. Thanks for reading!
  3. dyl_pickle

    Art Dump

  4. Hello everyone! I've decided to implement a destructible enemies system. Description: When bullet hit enemy in specific part of his body(arm fo example) armour, which covers that part of body, will fall off. Enemies in my game are robots so this means that when shooting them certain plates of their armour will fall off. All enemies will have a different amount of armour plates My solution: The only solution I came up with is to make an actor with a static mesh and attach it to the bones of enemy's skeletal mesh. When bullet hit that actor it detaches and fly away with add impulse node. Question: Maybe there is a better solution, which I'm missing and it's more efficient.
  5. Cubic Motion is proud to announce a major hardware update to Persona – the technology behind the world's first high-fidelity digital humans across video games, films, broadcast media, and immersive technologies. Known for bringing to life characters such as Siren, Meet Mike and most recently Akali, Persona continually captures and translates an actor's performance onto a computer-generated counterpart. This enables immediate animation in real-time engines such as Epic’s Unreal 4. Persona’s core technology also drives facial animation for the iconic game characters seen in Marvel’s Spiderman, God of War, Anthem and other AAA titles. Steve Caulkin, CTO at Cubic Motion, comments: “Persona continually evolves to deliver the world’s best capture and live animation solution. This new release, which makes the hardware even more actor-friendly, is especially significant for immediate broadcast and live events.” New features and functionality Many of the improvements to Persona are based on customer feedback, gathered since its initial release in April 2019. Persona’s latest update focuses on performer flexibility and ease-of-use. Most significantly, the helmet-mounted camera system (HMC) and on-body animation system are now 70% smaller – going from 2.3kg to 1.25kg. Additional features include: Quick-release on body mounting system for rapid setup and ease of use Smart battery device with 1.5 hours run time on a single battery, or infinite lifetime with hot-swap capability Physical record button for quick, manual capture in emergency situations LED indicators that allow everyone on set to monitor whether the system is idle, recording or streaming to UE4 Basic audio recording capability to aid animation quality and allow for quick turn around on set Persona’s update will be available from 1st October 2019, paving the way for a new era in digital performance and virtual production. An era where characters, actors and audiences all co-exist and interact.
  6. Cubic Motion is proud to announce a major hardware update to Persona – the technology behind the world's first high-fidelity digital humans across video games, films, broadcast media, and immersive technologies. Known for bringing to life characters such as Siren, Meet Mike and most recently Akali, Persona continually captures and translates an actor's performance onto a computer-generated counterpart. This enables immediate animation in real-time engines such as Epic’s Unreal 4. Persona’s core technology also drives facial animation for the iconic game characters seen in Marvel’s Spiderman, God of War, Anthem and other AAA titles. Steve Caulkin, CTO at Cubic Motion, comments: “Persona continually evolves to deliver the world’s best capture and live animation solution. This new release, which makes the hardware even more actor-friendly, is especially significant for immediate broadcast and live events.” New features and functionality Many of the improvements to Persona are based on customer feedback, gathered since its initial release in April 2019. Persona’s latest update focuses on performer flexibility and ease-of-use. Most significantly, the helmet-mounted camera system (HMC) and on-body animation system are now 70% smaller – going from 2.3kg to 1.25kg. Additional features include: Quick-release on body mounting system for rapid setup and ease of use Smart battery device with 1.5 hours run time on a single battery, or infinite lifetime with hot-swap capability Physical record button for quick, manual capture in emergency situations LED indicators that allow everyone on set to monitor whether the system is idle, recording or streaming to UE4 Basic audio recording capability to aid animation quality and allow for quick turn around on set Persona’s update will be available from 1st October 2019, paving the way for a new era in digital performance and virtual production. An era where characters, actors and audiences all co-exist and interact. View full story
  7. Bacrylic

    AlexMove2.gif

    From the album: The Book of Alex

  8. COMPANY AND THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter UNITY ENGINE PROGRAMMER We are looking for Unity Programmers. You will be working with our Coding team Lead to implement systems and mechanics using C# language. Your duties will include: 1. Attendance of regular team meetings. 2. Timely completion of implementation of assets. 3. Direct contact with Project Lead and other Department Leads for the implementation process. 4. Utilization of version control suites. 5. Utilization of our project management boards (Trello) and communication channels to obtain up-to-date assets. REQUIREMENTS To be successful in this position, following requirements apply: 1. Clear communication and self starter - pushes to meet deadlines and contribute to the project. 2. Ability to complete tasks with limited input/direction from management. 3. Comfortable with working with people remotely and via Trello management system. 4. Good internet connection with ability to update assets/builds quickly, with large dependencies. 5. At least 15 hours of availability each week. 6. Proficient experience using the Unity Game Engine. 7. Proficient experience in implementing assets into the Unity Game Engine. OTHER OPEN POSITIONS 3D Environment Modeler Website Manager 3D Character Modeler 3D Animator REVENUE - SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  9. Hello everyone, Scanning of the environment has been completely reworked and now looks completely different. Now there is a trace that our alien must follow to collect builders for the nutrition chest. This makes searching of nutrients more fun and unpredictable because the builders trace can take you far from the start of scanning. Also, now the alien needs special building resources. To find them the player needs to watch the environment and catch the resources with an energy pole. The whole building system will be described in next devlogs. Another feature that has been already added to the game is a simple dynamic weather system. Now we can watch wind speed changes, clouds and rain. The rain can cool the alien's body and may dangerous or useful in different situations. Here is a video with demonstration of the new features:
  10. Now its time for me to create some hands for my fps, this is pretty much useful especially for gun game I'm intended to create. So this is the fist step - high poly sculpt for idle position, more stuff will be available as soon as possible)) when its done)) More shots is available here