TL;DR My website with portfolio (check YouTube channel for more) http://sergeizemtsev.tumblr.com/ If you want:* Atmospheric and eerie soundtracks in the spirit of Yume Nikki * Paranoid post-punk and insecurity like Berserk and Paprika soundtracks * If you conceived Persona and Danganronpa in the darkest colors * You need…
I’m a designer at a prop fabrication shop here in Burbank, and I’m reaching out to this community specifically because we’re looking for a very particular kind of unicorn. We’ve posted on the usual IATSE union boards and haven't found the right fit yet. The reason I’m posting here is that we don't just need a 3D modeler;…
Another update. I’ve now moved into the material phase and started working on a first pass in Substance Painter, using my low poly rock assets. Right now I’m focusing on establishing a solid base, studying reference closely to get a more believable balance between exposed rock, wear, and surface variation. This is still an…
well i guess that was just my workflow before i knew cryengine so it stuck i guess. I personally find it easier for myself to quickly light something and set up material to quickly show an update for crits as sometimes they are not finished models..and i find it a pain in the ass to export from maya to cry so having to to…
Hello, I was clicking around looking for information on what makes a good demo reel when I stumbled onto polycount. I found lots of helpful info! My goal is to get a level design job, my experience includes around 80 completely finished levels using Far Cry Instincts Predator & Far Cry 2 (Xbox 360) level editors, and about…
Just checked Wikipedia for you. 2001, spring, Macworld expo - first public presentation of Doom3 2002 Far Cry announced 2004 march - Far Cry released 2004 august - Doom3 released Doom3 was first, even though it was not Carmack who invented normal mapping, he found it in a Siggraph presentation... But he was the first to…
Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…
I have dry eyes a lot. When I think they aren't bloodshot my roommate thinks they look horrible. It was terrible back in 99-00 when I was in the campus labs constantly with all that dry air and terrible Gateway CRT monitors. Stay away from Visine and others that 'get the red out'. All those do is constrict the capillaries…
It would really help to show your concept art, what look you're trying to achieve. Usually people post a "mood board", a collection of reference images that help commenters understand what visual direction you're moving your game towards.
Is anyone here excited for quake for.. IMO, I am very excited to see the sequal to quake II.. Which would be Quake 4 .. But.. I'm scared at the same time.. Be aware that quake 4 is NOT made by ID software.. yes cry cry lol.. Its made by Raven Software O_o.. Makers of SOF.. anyways heres some stuff on Q4 if you wanna take a…