@RadianceForge: I had signed an NDA for Gameloft that which protected their art test specifically, which is not shown here. I believe I'm within my agreement and have stayed true in protecting studio project specifics, details that might be discussed in interviews. Noting your signature, what say you?
Oh I have no idea, sorry I just wanted to make sure that you were aware that some tests are NDA'd. But if its not written - totally fair game. I think the chair looks really good, Im sorry to hear you haven't gotten anything yet
That's brutal man, these are great. With the LOD's, did you encounter any mismatching between the normal rebaked from the highpoly and the diff/etc maps baked from LOD0, what with them being slightly different in shape?
So the chair looks great at first glance, but is weaker in terms of details. As worn as it is, I think it'd still benefit from more smooth areas with specular highlights, and the bottom cushion is getting pretty muddy.
Hey just out of curiosity how difficult is lining up and art test? I will probably have to be looking for a job when I turn 18ish in a few years so I'm definitely curious. Also awesome work!
@Slosh: Thanks! ... I'm not exactly sure what you're asking. @Melli06: Thanks! My take on the basic experience goes something like this: 1. You make a cool portfolio and resume 2. You apply to a cool company or a cool recruiter contacts you and asks that you apply 3. If they see potential in you and your work, a cool Human Resources rep contacts you to schedule a phone/skype interview 4. If they are uncertain you are their best choice, the company will offer you an art test 5. If they are interested, the company will schedule an onsite interview 6. If certain, you're mailed an offer letter with a start date Working in games can be a very rewarding career path, lucrative too.
I had just baked new Normals for each LOD using the same highpoly model: (*LOD0_n, *LOD1_n, *LOD2_n) It's how I had come to know how to make them, based on some contracted assets I had made way back when. Unless things have changed, a baked normal map accounts for smoothing groups from the target mesh. Changing a single smoothing group or edge would break the shading in the normal map, and so it goes without saying, using the same normal map on a different mesh is not an effective option. As far as I know, you wouldn't want to reference a normal map from a different model and expect it to generate a functional Normal.
Oh yeah i get the theory, i've rebaked normals for
LOD's and created new dif/spec maps by manually transferring layers from my psd's but i've never tried the transfer maps route. I was just wondering if the baked normal from
the highpoly and the transfer maps bakes from the LOD0 would have any slight mismatching? In my head i'm imagining that because the LOD0 is an approximation of the highpoly, likely bigger or smaller in some areas, raycasts for the transfer maps could potentially hit details at different locations in xyz and result in those details being slightly out of place compared to the highpoly bake, or with warping etc. I'm probably overthinking it
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But if its not written - totally fair game.
I think the chair looks really good, Im sorry to hear you haven't gotten anything yet
@Melli06: Thanks! My take on the basic experience goes something like this:
1. You make a cool portfolio and resume
2. You apply to a cool company or a cool recruiter contacts you and asks that you apply
3. If they see potential in you and your work, a cool Human Resources rep contacts you to schedule a phone/skype interview
4. If they are uncertain you are their best choice, the company will offer you an art test
5. If they are interested, the company will schedule an onsite interview
6. If certain, you're mailed an offer letter with a start date
Working in games can be a very rewarding career path, lucrative too.