Hey guys, My name is Til, I'm Co-Founder and CEO of STF 3d GbR, and I really appreciate the opportunity to showcase some of our work here. About us: We are a bunch of artists from Germany who want to bring photo-realistic content with excellent performance to UE4. Our goal is it to enable artists to achieve photo-realistic…
I got both Texal Density Checker and UV Toolkit for Blender. I think the problem is more that I'm having trouble making good UV maps for my meshes too. In Maya, which I don't have anymore. I used to be really good at UV Editing but with Blender. I can't quite get what's the problem but I know it's missing features like…
While I don't share in the view of Vollgaser, it is very important for a project lead to have at least one of the core skills needed for a game in this context. Volunteer based projects have very fluctuating teams. The reason this is important is to ensure the game's progress can go on (albeit slowly) even if most or all…
Rddr: this piece is being made partially for a contest and mostly for my portfolio. I've had a fun time making this character so I have no regrets taking it on. For the portfolio part, I aim for something that shows strong modeling and texture work. For the contest I will be rigging the character to be game ready. So the…
Thanks a lot. I definitely agree the demon character is the only one right now I'd say is a full character piece that is semi-fully realized the way he should be. I'll definitely take your advice on the constant sculpting. Do you have any advice on posting those online? would they be better suited to add to my blog as a…
From personal experience, even if you're skilled at different roles you can really just physically do one thing at a time. If you're making a portfolio to get work I recommend marketing yourself as a specialist. You can have multi folios online but each separated by a specialty. You can also have the all-in-one portfolio,…
As others have said at many companies, an asset/prop artist and an environment artist are 2 different positions. And don't get the environment artist confused with a level designer. An environment artist depending on the studio of course, should have the ability to sculpt terrain, light (sometimes, depending on size of the…
Yeah, an active internet presence is probably the simplest form of networking you can do. You don't have to break out the yellowpages and start cold calling people to network. So, expanding on this concept a little, here are some great ways you can network simply by posting on the internet.* Post your art in pimping,…
That depends on the use of the model in the game, and if it's either for a mobile or a PC/console game. If the ship is proportionally life-sized "environment piece" where player can walk around the ship, while it sails on the ocean or something, then 15k alone may be too low. It could be even close to 100k or more, if it…
Hmm. What I would do is have a home page that features your generalist demo reel (embedded in the page, not a popup) and several nice big shiny image that showcase projects in which you did many different aspects of the work. And then, in a navigation bar up top have a bunch of links that take you to separate pages that…