SHAPEWISE is specializing in 3D assets for games and cinematics. Preferable AAA but we are open to discuss any projects. We are focusing on quality work and meaningful relationships with our clients. Feel free to contact us. contact@shapewise.xyz Visit out website for more details. shapewise.xyz Cheers!
Hi, My name is Jaco Herbst. I have experience working as a Character Artist on AAA titles. I'm currently available and looking for freelance opportunities. Email: jacoherbst at gmail.com Samples of my latest work, more can be seen here: Thanks for looking!
Thank you for your support Shanteez! :) Hopefully we can find a subscription model that works for everyone from hobbyist to indie to AAA! I've seen some of the stuff Teddy is doing right now and it looks delicious for lack of a better word!
Yeah, why is that? Seems like previously known polycounters get a shitload of praise (or if it's part of AAA project it's always automatically awesome work), aspiring artists get next to nothing and complete beginners get a shitload of feedback. This thread is a perfect example.
Well, here's the thing. There's studios that like to treat their employees nice and give them a bunch of cool shit to keep them happy (beer friday and fooze ball and such), but they tend to be the AAA studios that will ditch you the moment their stock holders want them to....
6 Years and many shipped titles. Not a single line of code. This probably goes for many of my fellow artists. In a large AAA studio there really isn't any need for it unless your a tech / vfx artist, but hey would not hurt to know :)
Check out the thread called "recently hired in aaa? show your portfolio." There was a trio of guys a litlte ways back who had portfolios mostly with props. I think overall they're work was a bit more complex modeling wise.
Yeah I think my main problem is seeing these AAA level models and textures and thinking they're easy to replicate. Some textures look deceivingly simple. I'll keep practicing and try to lower my expectations. Thank you for the encouragement.
Hopefully Quantic Dream's gets some real writers for this project. Heavy Rain and Indigo Prophecy both had some real bad moments that took me out of the story. This could be huge for big AAA narrative games if it's done right.
But there is no other problem. Just Photoshop. I use m my pca for 3ds max, zbrush, substance painter, and all AAA games. And there is no problem using those. Only photoshop had problem. I think it's about software problem. Not hardware.