Lead Character Animator at Bluepoint Games
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by Nils Arenz
7 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

by Anthony Thomas Gaines
10 hours ago

Is this not like gear VR or anything else

by Starkemis
12 hours ago

Thank you!

Lead Character Animator at Bluepoint Games
28 September, 2018
Art / animation

Bluepoint Games is looking for an Animator to join their team on a full-time basis.

Salary: not mentioned
Location: United States, Austin
Position type: Full-time
Remote job: no
Relocation Assistance: yes
  • Lead by example – Create high-quality animation with a good sense of physics, realistic movement, and animation principles to serve as a benchmark
  • Inspire and mentor the animation team in creating impactful animations
  • Evaluate other animator’s work, making sure all animations follow the quality standards and artistic direction
  • Maintain the Art Director’s vision through feedback and communication
  • Collaborate with Production to organize, schedule, and manage the Animation team’s day-to-day activities
  • A demo reel reflecting high-quality game animations
  • At least 5 years of experience in the game development industry
  • Strong communication skills
  • Expert knowledge of Maya
  • Able to produce top-quality hand-key animation
  • Complete understanding of game character pipeline
  • Highly organized, self-driven, and great team player
  • Proactive approach to learning new skills and tools
  • The ability to work onsite at our facility in Austin, TX

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