6 hours tutorial for donut? :D I was thinking of something more like AK-47 tutorial by chamferzone. That would describe the ui like I never saw it before and take me through the process from nothing to AAA game asset.
It adds less than you think - does depend on the context though. Most AAA-level artwork has a lot of data saved in the verts already, adding another UV channel is comparatively not as much of a performance cost as you would think - in that scenario.
Unity is terrible, ive been forced to use it for 2 years at university. We are all informed by lecturers and industry experts that UDK is alot more reliable and in proper terms BETTER. Name a few AAA games powered by Unity please in comparison to UDK?
I was thinking... You could have a look at the newest DooM's snap map editor. you can do some pretty impressive levels/gamemodes with it. It's like visual scripting/programming and you have AAA assets to build something that looks cool.
If you really want to stick with the architectural road then maybe just recreate some old buildings Maybe a few from the outside and then a room from the inside? Why are you trying to stick to architecture cg? If you want to work in a AAA studio then focus on that.
UE4 and Unity are the big ones. It's a good idea to learn the particle systems inside Max & Maya, a lot of game engines that aren't marketed to the hobbyist are extremely bare-bone, you'd be surprised the number of AAA games that don't even have a particle editor.
I'm available for 2018 contracts. Anything from envrironments to characters, diffuse only mobile to AAA PBR spec. Contact me at justin@artbyjustin.com A few recent things: Haunted Idol for Creativerse - diffuse only Player body for VR game To The Top
I believe that the position that I want to become is called a gameplay programmer, but I don't know if this is a specialized role, or if this is just a small part of the responsibilities that are split between programmers. It probably depends on the studio size and if it is a AAA developer, but can this be something that I…
I've had a positive experience working with studio recruiters when I've had the opportunity. As far as agencies go I don't know any save for a few 3rd party recruiters that may find something freelance from time to time and usually for generalist positions as far as art goes. It is far more saturated for art positions…
Gauss: I think most of us learn early on to build barriers within ourselves within which we able to limit how much, the circumstances beyond our control, can affect our motivation. Poop: Yeah, Unreal2 was the game where I knew I and the team I worked with had made great art but it was clear the public would mostly hate it…