It's best to dedicate yourself to only a single project at one time, and picking that project is determined by what kind of area of the industry you'd like to focus on. One thing you should do before starting a project is outlining the list of skills you'd like to improve on or learn upon completion of the project. In…
The wiki is a great place to start learning things! http://wiki.polycount.com/ The mesh that goes in-game is not subdivided/smoothed. For most modern game characters, a high resolution model is created with many millions of polygons using a combination of a 3d modeling package (ie, 3ds Max, Maya, Modo) and a sculpting…
I can do better than estimate. I set up a quick Unity project with the AUG model from CS:GO, which has 16274 triangles and 8840 verts in Blender. By default the mesh has 1 UV channel. Importing it with 1 UV channel shows a vertex count of 12553 verts, 16274 triangles. Profiling the scene shows a mesh memory usage of 1.0 MB…
You know what, I totally agree. Using a browser based software renderer, you can't start fussing around with perfect z sorting, it's ridiculous. I think it's equally ridiculous to have realtime lighting, cutting down an already small polygon budget to like 20% of what it would be with just baked textures :D I'm sure you've…
You can always make stuff for current games if you have the time, and depending on what the genre is. IE if you're into multiplayer level design, you could always try making some TF2/CS:GO/natural-selection 2/Unreal Tournament/Quake/ etc. maps and getting them out there as well as putting links to them on your website. I'd…
Drop this attitude man. The moment an artist starts to think too much of himself, that is the moment he stops getting better. Always think that you are one step behind top artists and that you will work hard to catch up with them. There will always be someone better than you. Regarding your portfolio: I see you can use…
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I don't use SPainter much but from your initial screen an description I looks like your material uses some tillable stretched noise using your original UV with some scaling factor . That way they never be looking perfectly seamless, mirrored or not . Besides any small height details turned to normal map are never in fact…
Gameloft Barcelona, the studio behind the mobile gaming hits Despicable Me: Minion Rush and Asphalt 9: Legends is looking for a Senior 3D Environment Artist to join the team. About Gameloft Leader in the development and publishing of mobile games, Gameloft® has established itself as one of the top innovators in its field…
Finally got some lights baked in Unity for this scene and tried a bit more of a warmer tone. Looking forward to getting the updated enemies running around in here! Still WIP and more stuff can be viewed in my THREAD