I liked working on the truck the most. I started to think about some ideas with respect to the mesh and high/low frequency detail. So in real life, you find that items are typically bare over a large area, and then have some specific areas of intense detail, thereby making the overall object seem detailed. Apply that with…
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uh so i think this is where i'd post this! i have an archive for reference that i've been building up for years! might be good for illustration, practice, even 3d modeling? all on gdoc: anatomy ref, sorted by sex and pose (NSFW) more anatomy, different folders for specific body parts and pose ideas cool animals fashion -…
Hi guys, here's an update on my progress, I got the sketch pretty close to what I want, except for the details on Cassiopeias armor. Now I have to decide on some values and the lightingsituation. Not quite sure in which direction I want to go yet with the lighting. The miasma coming from the water is supposed to glow red…
You are your own boss now so if they asked you give them your conditions and can negotiate from there To my knowledge you guys work with day rate in UK but if they want hour give them what ever they asked for[if not sure hour rate is standard ] just round the numbers in your favor this are a bit too exact :) 80 sound…
I definitely have to agree. Something that was suggested to me is to grab some magazines and draw the pictures that are there. Or, instead of drawing it, use whatever your preferred medium is, of course. But studying real life photos helps you understand a lot about things. How light falls on objects shaped a certain way,…
If I saw two artists work who are equally talented, then of course their experience would play a part in further decisions. If I am making an fps, of course I would rather hire a good artist who has worked on fps games before, rather than a good artist who made barbies play house. Someone who has worked on the same type of…
100th post....woooo.... Yeah, trip to the chemist for Mr Troll. Either way gotta get some specualr information going. Meanwhile, I've been playing around trying to get this shader set up. http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 Ran into a bit of a hitch and I'm not sure what to try :( It…
The polygons are being booleaned because they are part of the two subtools that you're telling Zbrush to boolean. If you don't want certain groups to be be part of that operation, first split them off into new subtools and then use the new Start Groups (the arrows) so that these subtools are not part of any other grouping.…
The bake looks way better now. The material looks like its some kind of plastic in the reference. I would go and make it look more like plastic as its looking a lot like metal for the most part at the moment. Id also get rid of the bright scratches on the plastic as they scream metal, try to give it some softer scratches…