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I'm Shifally, I am 3D Character Artist at Respawn Entertainment.
#artshare #VisibleWomen #PortfolioDay #portfolio #ArtistOnTwitter
artstation.com/shifally
twitch.tv/fallyrattan
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Shifally@gmail.com
Im moving over here now. Please add me! bsky.app/profile/shifally.bs…
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everyone going through it😭😭
‘What Was I Made For?’ by Billie Eilish jumps 39 spots to #131 on Global Spotify with 1.46 million streams.
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Help
What would be the best way to create the root for these curls?
I could do this with the legacy particle system but the hair for this model has to work in realtime.
I've got their approximate placement, but I don't wanna manually all of them to match the curl direction🥲
Life has been absolutely wild, in a good way. It is kind of crazy to say out loud 😊.
Thank you for blessing me with these experiences and opportunities. Thank you to my friends who’ve been cheering me on every step of the way. You’re truly the best 🥰.
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耳畳んで口閉じてみた!何かする度に調整し直しで本当終わるのかな、、🦮
#Houdini
I hope I’m just as lively as them when I reach their age.
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I tried some traditional reindeer sausage with Lindenberry and some mustard with crunchy onion bits on top… I’m never going back.
Forget about Chicago, New York, or Seattle hot dogs.
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Get ready for discourse on this great article:
People might wonder how a 90-person studio can create a full-sized AAA title. Jason hints at this, but the reality is that these teams won't stay 90 people. These studios will rely on hundreds of skilled outsourcers from Shanghai, Nanjing, Hyderabad, Bangalore, Chengdu, Manila, Warsaw, Ho Chi Minh, Kuala Lumpur, and Sao Paulo to handle the heavy lifting more cost-effectively. As these countries focus on their own games, (like with Wukong and MGS Delta being largely made in China) we could see a seismic industry shift, leaving Western talent behind. If you don't nurture local junior talent, in lieu of a 90 person studio with only seniors that outsource most of the game, eventually they will be more adept than us in a decade - and perhaps they deserve to be.
One of the most important issues in the video game industry right now? Team sizes.
Countless veteran game developers, sick of teams swelling into the hundreds or thousands, are going smaller. It's *the* story to watch.
My latest feature: bloomberg.com/news/articles/…
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It’s not because level of talent has decreased or artists have gotten worse. Back then artists had way more time and way more budget. There was a genuine interest in breaking barriers and making cgi look as great as possible, not just “good enough”. As cgi artists we want to make everything we touch look as good as possible, but it’s up to higher ups and budget which is increasingly becoming a trend of less and less budget, while at the same time expecting faster and more work. The mantra has become “we need to spend less money, crank things out faster, just try to make it look good enough”. The results are exactly what you and I would expect.. All so higher profits can be realized 🫠
Unfortunately not many companies do it for the love of art anymore. Hopefully the pendulum swings in the other direction again.
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This baby head model was commissioned by Mortarhead for the Netflix series 'Sweet Home' Season 3.
#Maya #ZBrush #ArnoldRenderer #VFX






























