You will probably have greater chances if you chase environment/prop art rather that characters, simply because the ratio in a typical studio will be 3 (super vague guesstimate) enviro/prop artists for every 1 character artist. At the peak of production of the title I was working on a few years ago it was more like 10:1.…
The project im currently on is running high in the polycount numbers and with edge faces on the frame rate drops dramatically... I use a combination of "Shaded+Edged Faces" in the view port when modeling. The same number of polys on screen with edge faces off is fine, but when I enable edge faces frame rate drops...anyone…
Hey bud, I broke into the industry without having gone to school, and by just following tutorials. Its definitely doable. Its all about the portfolio and portfolio direction. Right now, your portfolio says "product rendering", which you could lean into. I'm not 100% sure but I'd assume someone who is good at producing…
Hi, I don't know if you still need people for your project, but I'm available as a concept artist for character, environment, and props if needed. In my working method I use blender to speed up my props and environments. Here's a link to my portfolio :…
Oh well if thats the case, go canon, get the 5D because its full frame, get the 50mm 1.8 for $100, and look at the 85mm 1.8(same crop as the 50mm 1.8 on your D90) or the 100mm 2.0 either for about $325. Unless of course you're used to that crop 50 range, and dont really require much more. If you're not doing a lot of wide…
Services: My name is Alejandro Valero, I am pixel artist and animator, and i made other styles too. I am currently working part-time flexible on an indie project. So I have flexible part-time availability with another project. For flexible part time I can work up to 4 hours a day from Monday to Friday, but sometimes as a…
Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…
Update time! This past week i have spent my time refining all the props to a near finished state (low poly wise), as well as bringing in and placing all the props as individual assets into Unreal. There will be a few more props coming along as well as refining designs and areas on different props, I plan to do this when i…
Something that stuck out to me in your 'SCP Office Prop Breakdown' is how dense a lot of the props are. How are you creating those props? Are you baking down from a high poly mesh? It looks like you might be creating those props using face weighted normals with no bake (no curvature, normal bake)? I'm a little confused.
Hi everyone! We’re a group of final-year students from the University of Hertfordshire. We’re creating a sci-fi cinematic trailer for our game SHIFT in Unreal Engine, and we’ll be documenting our process and progress in this thread with regular updates. Feedback on anything (story beats, environment art, lighting, camera…