Just chiming in to say that perpetual licenses are still available through Steam, and you can still link your Steam account to a Substance account (as soon as we fix the new website). Current licensees with a perpetual maintenance or a legacy license can still update their maintenance for one more year until October 2020,…
I'd focus on the lighting, It's pretty drab and by the numbers at this point. I'd watch a few tutorials, (turn off your glows) and get some lighting in there that looks good with just point lights and directional/ambient. Once you have something your happy with/have gotten polycount feedback on.....then you can turn on…
You should always provide your clients with an invoice/receipt that covers the services you provided. Just like a contract, an invoice keeps both sides of the transaction safe. It guarantees that there's no confusion about services rendered and exactly how much those services cost. In addition to making sure both parties…
If you have nothing against Artstation give the Terms of Service a closer look because afaik it has no rules against an individual having multiple accounts to hold their different portfolios. Thankfully it's a portfolio platform with social features, not a social network with portfolio features. And to state the obvious…
I am currently creating just the same weapon and I would edit the material of the resting bar as well since it's neither wood nor metal, but some kind of plastic: http://en.wikipedia.org/wiki/Bakelite Also I think you got to much noise on your diffuse/albedo - You are using Ue4 I guess? Otherwise looks good, especially if…
firestarter: i heard about the 'ubi-way' of earning - but sony, too? bonuses can make quite a difference. seems there are studios where bonuses account for a larger sum of money in your entire annual pay than your standard wage. nice just heard the story about a studio where employees received bonuses worth of 8 - 9 annual…
Sage, that's a pretty wrong answer :S It all depends on the shader your engine is using. Most of them use normal mapping to influence both diffuse and specular contribution, so yes, it is worth it. Some more advanced shader will even have an ambient contribution that take the normal map into account. Some other, such as…
Also, I don't think I can join the private forums to read the juicy stuff. I need to show proof of working in the game industry by providing a work account email, which I don't have. The best I can do is tell them I have production experience with a team of about 20+ people. I suppose I will try unless someone can refer…
You can do real time "live" hair in the Max and in Maya viewports, even takes into account collision and forces like wind and gravity. Kind of fun to move a hairy cube around in live mode. I think you can do the same thing in cloth? Real time Hair + Real time hardware tessellation + DX11 shaders + AI = we need 20 cores…
Wow man, wow. Loving it! All it needs is some nicer billboards, I usually prefer it if games try not to have actual photographs in them, as they tend to not blend so well with the stylized(always to some extent) nature of game worlds/characters. Loving the new use of color. Also, Cool Boys Lounge - I think everyone that…