I think people get too attached to studio names. It's never the studio that makes the games that people love, its the people behind the studio. Those people will carry on somewhere else if they choose to do so. I understand if they decide to cash out and go do something else that isn't as volatile, the industry isn't…
High Priority – Game Art is looking for artists to bolster our ranks. Remote work, freelance and long-term. We seek long term collaboration, and so will prefer those who support that. See our work to get an impression who we are: https://highpriority.com/ Skills we seek: At least 5 years of professional experience at a…
Well what I mainly don't like is that it's impossible to tell that a mesh has hidden parts, especially because it also tends to affect the bounding box corners Max displays on selection. You can even go so far to have a mesh that becomes completely invisible and thus unselectable, even though technically visible on an…
I'm not going to go into too much depth as I've made a write up on my experience as a Canadian working in America that you can search for on the forum - but - if you're Canadian, working in America isn't THAT hard, there's just a lot of hoops you need to jump through. You'd be working under a TN Visa as a Graphic Designer…
Texture flats. Didn't include the smaller utility textures and one I'm still working that has grunge in the red channel and a color mask in the blue. Trying to figure out what to slide in the other channels. Probably decals. Didn't do a good job of planning and now towards the end it's getting kind of messy. Something to…
I don't see how there can be a balance in this day and age. Copyright wasn't designed, and was never intended, to be a business model. It was meant to serve as an incentive to encourage authors to create more works for the opportunity to profit it from it so that more works would be available in the public domain. It…
I don't know I still have a deep desire to create when I get home. Normally that ends up being something creative I do with my wife and daughter. Build a ghost house for Halloween, carve and sculpt pumpkins, make decorations, make big valentines day cards, draw treasure maps and make props for my daughter to play with or…
For something this big, its totally fine to bevel the edge in the mesh. however, this is something ive been seeing so much with peoples assets in unreal. use proper vertex normals. nobody thinks of this anymore and all I see are objects that are rounded all over. it looks wrong and nobody says anything about it. its not…
Thank you for commenting Chris! :) yeh, I was thinking about that sleve and if I should get rid of it completely or not, I know it would stretch the texture a lot :S also, i wish I didn't have to rush it so much... but because we had a dedline on Friday for the sculpt and the retop I had to move on to retop by that stage…
How you split it up boils down to two different compromises. Number 1: between easy usage and creative flexibility (dropping in whole building vs. being able to combine small parts into different buildings) Number 2: compromise between number of draw calls and triangles that need to be rendered. Ther's a limit to both that…