Well decide what you want to make an hour if you live in the USA you won't want to make less than 10 dollars an hour, why because you can't live off that. And more importantly you can make these amount of money almost at any job that requires no skills. So it also comes down to what you are worth. Kind of simple. I went…
This. Don't let the bluntness of some of the other posts confuse you(the OP) because using something like Zbrush only makes things inefficient if you are working inefficiently with it. What's amateurish is pumping out diffuse textured stock assets that you slap with some photos. Low-poly is the idea here, but the goal is…
Personally any time I have subed to a website like digital tutors or lynda, its just information overload and you end up dabbling in everything, and this leads to an extreme lack of focus. I would say set a goal and objective for what you want to learn, environments, characters etc and then perhaps subscribe for a single…
This thread is awesome, so many long informative posts. Mark Dygert, Dustin Brown and pior: great posts. Many interesting points of view. And I think now that we're dealing with many layers of trouble at once. Being up to date with game art. Pior's list was exactly was had to happen to make jump. I have to repeat to her…
Yea the curve editor still kills FPS for me too, there are times I would love to see 3fps. Here are the results of my tests on my work machine (a below average machine), with a 100k tri mesh. Vista 64bit Ultimate i5 2.67GHz 8gb RAM GeForce GT 240 (I'll test it at home tonight which is a lot beefier system) Realistic…
I'd just like to point out. Hazardous did flat out say in his post he doesn't learn as quickly as others, so he needed to spend that time to get better. So right there, if you find you learn quickly, or get better a higher rate than he, then you don't have to spend as much time as he did. You can still have your life…
I am looking to find away to blow apart lots of space ships quickly and easily. Ideally selecting main elements, detaching them and then growing cables, metal frames, debris out of the chunks. What would the quickest and easiest way of doing that with procedural UVs generated for the new bits?
DICE Vegetation artist Simon Barle shared some secrets of creating detailed natural landscapes worthy of Battlefield and Uncharted. About Simon Barle Im a 3D artist from Sweden working at DICE as a vegetation artist. Ive always had an interest in video games and a pretty vivid imagination so working with games was a…
Another thing that bothers me immensely is the way search engines have deteriorated over the years. I have a harder time finding what I am looking for than when I started out with 3D almost a decade ago. Not only because content is disappearing, but because the algorithms can't seem to find it anymore. I search for things…
Currently in the process of modifying an old mesh, initially modeled using an explicit subdivided workflow too a low poly object via bevel edge weights, weighted normals, edge split with additional subsurf at lvl 1 (...for circular shapes) so at least subjectively, a 'quickie' nonetheless : #