Progress Post 3: Third time's a charm! Hey everyone, after reviewing feedback I had received from both here and from close friends who are also avid writers, I've returned with my latest revision, Especially towards HalfTangible's feedback. I've addressed a good majority of the points that have been made with Version 1.2…
LoL sure use a high to low workflow thats clear. Hard to make out if they use normals + diffuse or diffuse only with higher polycount but likely diffuse only as you said, yes (As I thought both use normals, that would have implied Dota2 uses normals too - aka what I said) Dota2 uses normal / spec / fresnel etc the full…
If your are indeed extreamly passionate about making art for games then you need to just do it. Going to studios with no experiance will get you no where. If your interested in the design side of things (mr.idea man :P) then you should learn a game engine like UDK or Unity or Flash and make a small game that people can…
Unless you absolutely need the money, just keep plugging away at your portfolio. Your stuff is pretty good and just given enough time you'll be there. I'm speaking from only my job (so by no means take this as industry standard), but they have gone to some lengths to try and keep Quality Assurance people from interacting…
@Obscura ... Well it didn't work so I don't think I understood what I'm supposed to do >< Here is what I did : 1/ I double clicked on the normal node. The normal node showed up in the 2D view : http://prntscr.com/h0hjuy 2/ I linked it with my base material and double clicked on the base material : http://prntscr.com/h0hkft…
I'm from the UK; Leeds infact, and went to Leeds Met Uni. I was lucky enough to have my lecturers with a good background in art and had spent several years at a few big name studios. What helped is that they loved what they did and what they had achieved and the effect was quite contagious on the students. I went to a…
I hope this doesn't sound too harsh. You should start making some more ambitious and high quality pieces, your ammo box is a good start. I think a good portfolio should have a few really high quality pieces rather than a bunch of mediocre and unfinished stuff. Take the time you need to make some really nice work rather…
@EternalEcho Hey dude. Welp.. The moss is using dynamic tesselation and deformation. Using a fine pixely heightmap to get the "fuzz" The only problem with ti is the fuzz sort of dances at the moment as it dynamically tesselates. I need to work on getting that to stop. But to be honest you don't notice is much in 3rd…
I like it but yeah it is damn slow. And i'm running a 120mb/s down 25mb/s up connection here. Doesn't only go for the images but also if you want to enlarge them. I'd also check your resume a bit. Not the content but the layout. You can just put the pdf and doc for download as is it's now showing twice per type what kind…
First off, a strip of green isn't creative. Secondly, it is too much, that neon green makes my eyes bleed and pulls my attention AWAY from the primary element of this document, your work history. Your typography work is pretty busy and hard to focus on as well, with too much text crammed into too little space. Seriously…