http://www.engadget.com/2010/07/23/physical-and-digital-distribution-sales-for-games-nearly-equal/ "...21.3 million "full-game" PC titles downloaded (legally) in 2009 and 23.5 million boxed copies sold." Wow i didn't know the sales were that high! That's great news, of course who knows how many of those sales are sub five…
- For the Low Poly don't be afraid of triangles. The model is all triangles in the engine. The only time tris can be bad is if you get shading issues - Any edge that doesn't add to the silhouette or the model in anyway doesn't need to be there, Primary talking about flat surfaces - Look at other guns of the same type and…
Hey Rad - Grats on graduation! Welcome to the suck >:) The portfolio scope is decent for a student. You have the content quantity here, it's just like you said - onto better projects. The main thing I'd focus on and think about is how to make things look current gen. Deriving normals from high poly, cube maps in your…
[ QUOTE ] It was supposed to be built for an mmo type online game so the texture res had to be small and the poly counts low. [/ QUOTE ] No. Everything is too low-rez and muddy for next-gen. Really, 1024s for all major tiling textures, and at least 512s for objects. The floor needs to be more than a flat ground plane.…
[ QUOTE ] ... 2 years of work - 48 characters (complete with accessories clothes faces basmesh textures etc...) ....it means 1 character = 2 weeks of work. [/ QUOTE ] not necessarily. normally you can re-use a lot of stuff with purely human characters. 48 unique characters, that might be a different story. anyway, i don't…
I don't think need to model many of the small ridges in the armor, or have such a smooth curve to the pauldrons, especially since you're going to have a normal map on it. Let that handle those smaller details and use your polygons to smooth out the silhouette and give you the density needed to animate it smoothly. Granted,…
I made this for Elder Scrolls IV while working at Liquid Development. It was our very first "next-gen" project and we really had no clue what we were doing. All of the normal maps were hand painted in grey-scale in Photoshop and converted using the Nvidia plug-in filter, which came back to bite us in the ass later when…
IM starting to think of either trying for enviromental artist or level designer. I honestly think i would enjoy all 3, altough enviromental artist seems quite different than doing characters or levels, it still serves its purpose and seems like a place to start. Level design would be great as well, as making enjoyable…
Ah, I see now I jumped the gun a bit - you said you recommend folks get some more experience with the new next gen technology before applying - and I've gone and sent off my resume already. I figure that not too many have had their hands in this yet- I'm no worse off than 6 dozen others who havent had a chance to work with…
[ QUOTE ] 4. I have read that Hyper has mentioned a while back that he thinks hand painted textures will go out of style and we will be using only shaders. [/ QUOTE ] Not sure I understand this point or question. I assume when you suggest that hand painted textures could be replaced by *shaders* you actually mean replaced…