Hi guys, I'm new to this forum, but have been a regular on GameDev.net for nearly 10 years. I'm a software developer residing near Seattle who is looking for a partner who can produce quality, "low-fidelity" art that has unique style. By "low-fidelity" I mean that the types of games and platforms I would most like to…
3D Character Artist * Barcelona, Spain * Contract Company Description Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Barcelona? Then Gameloft is the company for you! About Gameloft…
Judging is over and were FINALLY ready to begin announcing who the winners of Polycounts BRAWL Contest are! As you may remember, the judges were sent the Top 5 FIGHTERS and Top 5 STAGES as voted on by the Polycount Community. From there, they rated the entries in 3 areas: Artistic Achievement, Technical Achievement, and…
toron: Just keep logging the hours , thats all thats involved, if you want to learn to be good at anything just start by being slow and awkward and make your way toward good. Wiruz: Well, why would you need zbrush to model a lowpoly bumpy brick? It's easy to do again by hand and unwrap, or its easier still to think ahead…
Firstly, post wires. While soft normals and smoothing groups look nice and pretty visually, physics relies both on raw vertex density and CORRECT triangulation. [EDIT: OH CHRIST I GOT THE BOTTOM PICTURES IN THE WRONG ORDER] As you can see, reversing the triangulation has a MASSIVE effect on what the physics engine has to…
Looks great, very cool looking selective that demonstrates both imagination and technical ability. I'd dump the characters, it's not what your resume is aiming for and it muddies your specific worth... which is, I would think, your ability to create and use environment assets to make great next gen worlds. Your most…
Hi Dillon and welcome. Concerning the software you use, and please anyone correct me if you feel I'm wrong here, but I think it mostly comes down to what you know/what the studio you work for uses. I've not used much Cinema 4D but most of the people I know who use it work in advertising and digital media rather than games…
Hmmmm, There are a lot of problems i see with the models. For starters you got some really poorly modeled geometry. I really don't quite know how to explain everything. I would study some other gun wireframes (i'm sure you can find many good examples on this forum) and see how their wireframe looks. There are a lot of…
At work we've run into this all the time... It's not necessarily the total number of textures in the material, that's why the material editor will not error... I think it only looks at the first layer with the highest "preview weight". Note that the texture sampler limit in the mat editor will change from 15 to 12, once…
Sorry for the double reply. Having now looked at it on a non-mobile device, I have to say that the environments themselves need a much greater emphasis on modeling and texture. They seem like very simple models with textures simply overlayed. I don't think that will cut it anymore. The bridge is also 25K polygons. That's a…