Congrats man! Last year I applied at Blizz for a env. artist position on the WoW team in January and didn't hear anything back until late June when they offered me a phone interview and then an art test. Took me a few weeks after I turned in the test to hear anything back.
Hi - I think I was in that Games Industry Mentor episode. Anyway, if you want to grab the site, you can get a copy here: www.isaacoster.com Also, the guy who does those podcasts has a pretty solid env portfolio. You can check it out here: www.acanaday.com Good luck!
Wow, thanks guys! A graph is not the easiest thing to break down, but I'll try! Since I used SD5 I can't share any graph yet (you'd not be able to open it). @Dave Jr: I used the default env map from SD and a spot light for the specular highlight on the left face
Because this looks like a Deus Ex concept you may want to check this out. This was one of the monthly noob env art challenges that also used Deus Ex work. May give you some ideas seeing how other people worked. http://www.polycount.com/forum/showthread.php?t=126422
Very cool. Definitely reminds me of a shriveled up veyron (in a good way). I think that your silhouette looks pretty good, considering the polycount. Edgeflow looks nice and clean. SHEPEIRO: The idea of only baking areas that don't involve env reflections is something I never thought of. Useful tidbit there :)
what prior says. although i never skin stuff as im an env artist. any export would be made from the t pose surely so baking the norms when in this position would be best and triangulating befor baking always gets better results if using external baker in my experience
Im really digging the High Tech Lab. Is it your own concept? The Scanner/Analyzer is SOOO clean! Very believable. Is the environment for game production? If so, the only thing that throws me off a bit is the high resolution of the vertical cylindars in the back. Mad props if you decide to texture this env as well. -sniz
Hello Polycount, My co-workers have finally convinced me to join this here forum so, Here's my latest completed work a highpoly sci fi diver, modeled in max, rendered in keyshot, post work in photoshop. Inspired by and with critique from Vitally Bulgarov. Oh also this is my first post here so... nice to meet you :)…
Hi guys, It's the first time I encounter the tech issue of baking env/props destruction animations from maya to a game engine (in this case Udk). Read *noob if you wish :D I'd like to know if there are some good tutorial out there on the subject, to start doing some test. I am interested especially on wall/rocks/crystals…
Hey everyone! I came to the realization a while ago that my portfolio was entirely lacking in the environment department. So I went on the hunt and ended up deciding on actualizing one of concepts that Cory Loftis generated for Wildstar: I'm hoping that I end up doing it justice. : ) Some goals I have for this project: 1)…