Remember January 2014? What were your skills like back then? Did you make any promises to yourself or Polycount that you hoped on delivering?
My story is, starting in Jan 2014, my modeling skills were very subpar. While I understood topology, I was very very conservative with my polygons. I had no idea how to unwrap and I had no idea of physically based rendering. I struggled a lot when it came to baking normal maps, and I wasn't use to using a game engine.
Some of my early work.
I was concerned with building a portfolio for college. I came back to Polycount many many times, asking for help. I was viewed as stubborn when receiving feedback, but I believe I was like that for a good reason. Because I didn't want to get rejected like last time.
Around this time, a savior happened and Unreal Engine 4 was released to the public. I began learning it. I had a lot of trouble because I was previously doing everything and anything in 3DS Max. The transition was rough but I soon got an idea of what I needed to do.
My portfolio worked and I was accepted into college. Starting in September, I was able to sit down with teachers to help me get better modeling and texturing. I also started learning how to sculpt in Mudbox.
One thing happened though. While the program taught modeling and the like, it's actually geared towards high end CG like film VFX. I did something secretly, and at the same time I was making models for CG, I also took them and remodeled them for games. This required a lot more work than usual.
3DS Max
Unreal Engine 4
Mudbox
Now in December, I've been working on my first game environment. I'm still in the process of finishing it.
Replies
more here http://www.polycount.com/forum/showthread.php?t=138478
I'm still working on it and it will be finished soon, I promise
The problem is, I have no idea when or how I can pull it off. Making games require a lot of money. Maybe I should try approaching a Publisher. Go to the bank and request a loan. Or request help from the Canadian government.
It's a game I have a lot of passion for, and want to see it be made some day.
[ame]http://www.youtube.com/watch?v=bLlLASqBl0g[/ame]
art wise, i guess i've slowed down a bit, i've gone from this ~ten months ago:
[ame]http://www.youtube.com/watch?v=ooKYs9lP36w[/ame]
to this (current wip)
[ame]http://www.youtube.com/watch?v=D4TTlmnlfjs[/ame]
* Created a modular map generating script for Unity engine (releasing 2015)
* Created a painting app that automates many things for texture artists (releasing 2015)
* Built my own raytracer
* Built my own low level webGL engine and implemented the following (got 100/100 and best in my computer graphics class, woot woot!)
SSAO
SSR
Shadow mapping
Deferred shading
Support for spec, normal, diffuse, and glow maps
Deferred decals
Environment mapping (cube maps)
Some nice "fake" volumetric lighting
Super excited for 2015, started playing with ue4 and learning how to code for it. Im also taking two more computer graphics courses "Advanced Topics in 3D Computer Graphics" and "Simulation and Animation for Computer Games" so that might be fun, depending on how deep my prof goes into the math.