@Joao Sapiro I get it man. Congratulations! Your awesome. Thanks for the info. @thomasp Thankyou for an answer! But don't the best game makers have the most efficient workflows as well? Like all the AAA games work really hard to optimize everything to get the best out of the tech that's available. I'm sorry to go on about…
Lots of joint on the face isn't a problem for modern engines. AAA titles use literally hundreds to drive the face articulation in real time. And this became even more widely used after Rigid Skin Decomposition (SSDR) appeared. This technique let's you significantly reduce the number of information required for a face and…
You'd probably need a decent portfolio of completed projects before a publisher would talk to you. For example, that you'd worked for AAA developers on shipped titles that you had a lot of input in, or that you and a small team had created several successful mods or indie games. Creating good art is an essential part of…
Congrats on getting a portfolio up, I've seen your work around the forum ^^ I don't really have anything to say than the things already brought up. You're on your way, but I think it's time for you to start focusing on one thing. You've got: - a character - a weapon - small environment scene - two vehicles I think it's…
Awesome idea...but Polycount doesn't have a great track record for collaborative style competitions or projects. Anything involving teams where people have to rely on someone else generally fails. It's a shame because with all the talent here polycount could quite easily release a AAA game title (with a bit of code help)…
Oh yeah, I don't know why I assumed you could read my mind ^_^ Generally I am just very very good at starring myself blind, and not being able to see obvious flaws, so I was just interested in hearing first impressions. My goal is to reach something of AAA quality. This is my second attempt, and even though it is closer…
Looking at your work is frustrating. I saw your high poly work. I KNOW you can do better man. This looks like you just threw it together as fast as you could, with no regard to quality. Stretching everywhere, noisy textures, badly defined forms, heavy faceting.... Dude! You can do better than this! Don't post work just…
Well make a whole environment, I don't think it's likely you'll get hired with other peoples work in your portfolio, unless it's like a AAA game or something. I would make a whole enviroment from scratch, showcase all your skills. This does not ( I hope) and if I were your employer I would not think this stand=s out. A WIP…
JValencia: Bike took about an hour or so from start to finish high-low-textured, extremely simple asset. More intricate pieces took a couple of days to build, some less, some more. Would probably guess about 5 days for the most complex highpolys like the door, where I had to design and make sure it animated well etc.…
Pretty cool! I never expect to see anything interesting from LeBeouf, but I think he did a good job in this. I've been thinking for years about some sort of integration of modern dance into video games. I'm a bit surprised that more people haven't taken advantage of the possible synergy. Modern dance probably isn't going…