Ooooh I've always wondered how they did this kind of stuff in games, it's already complicated for a normal character, the tech part must be a nightmare with customizable chars. Now I know it's quite common in games, but I always think that it's strange to have rpg characters like this covered with modern make-up. From the…
The gaming industry is HARD. There is no doubt about it. I don't think you are too old though. I too, started late...I think I was 24ish when I went to art school and 27ish when I got my first gig. It's not too late at all for you. That being said, I think you need a lot of work fundamentally if you want to make it as a…
Hey all, Thanks for taking the time to reply with what truly is heartfelt response. I am unemployed (completely) and spending upwards of fifteen hours a day modeling (organic, hardsurface, env), sculpting in zbrush (refining high polys or doing speedsculpts) fiddling with xnormal trying to get better bakes, and texturing…
I'd suggest toning back the camera, both in movement and shake, even going so far to add in a quick proxy env to see the parallax. Adding in some sort of element to give a sense of human scale to better understand the size and weight of the dragon. Since you're studying the behaviour, what type of attitude or reaction are…
Here are two example scripts: wont work if you don't have nvcompress.exe's file-path in your PATH ENV Variable put the files here \Adobe Photoshop CS*\Presets\Scripts run from File>Scripts for color: SaveDDS_c.js for normals: SaveDDS_n.js How it works: it saves a temporary copy of the current document as a .tga it opens…
Im exporting to cryengine 3 (freesdk) and as far as i know theres no way to scale the rig in-engine (would probably be possible via c++ but unfortunately we dont have a coder yet) I figured out that by scaling the root dummy and some other helpers linearly scales the whole rig. It also leaves the bone's transforms at 100,…
Yeah she was hard with no dermal armor, but EMP mines and point blank heavy rifle did the job on hard, also electrifying the water and jumping 3m in the air like an idiot to avoid taking too much damage all the while eating painkillers helped (kinda ruins the badass image of the character when you imaging him doing that :D…
Site is solid. The work is decent, but the choice of pieces is a bit odd. Being a prop artist is a position that isn't as widespread as environment artists, which handle props and everything else in the environment. The problem is that you only have a couple isolated props, but haven't tackled any environment related…
Just to clarify, I believe mainly the level designers / env artists at id use Modo, and even then I don't know if that's company-wide. The animators use Maya, and the character artists use Max mainly, last time I heard. They tend to allow a fairly flexible app use. I think I will give Max 2010 a miss for now. Incorporating…
not sure I follow 100%, could use some pix? i got to say, I usually am always trying new ways to model to see if theres easier/quicker ways.. One thing I'm playing with at the moment is in blender: 3d sketch the mesh with grease pencil, block out the shapes using metaballs, and retopo in either blender or silo or whatever…