This stuff is awesome man. I think the silhouette on the ship is iconic enough and I would perhaps just explore some variations in value separation amongst the different parts of the ship because even in the painted it almost all looks like 1 material. I'm really digging the artifact world as well. I think you can really…
Check out http://theartdepartment.org/ It's run by Jason Manley of ConceptArt.Org. They offer bachelor's degrees through Aspen University. I don't know if Aspen University is widely recognized or not so you will likely have to do some more research into that. They are focused primarily on concept art, illustration, and etc…
Definitely awesome concepts, but it's such a poor use of developer dollars. When people pay for Guildwars, they are paying for the game. The in game assets should have the highest priority in terms of dollars spent. They either need to shell out more money for 3d artists as good as their concept artists, or they should cut…
Reference Sheet #1: Piltover. The most recent Piltover shots came from the video we all know and love, Get Jinxed. So, Naturally, a great deal of this reference sheet came from screen shots of the video. There's a lot of acute details in these shots to take in, from Material choices to the level of wear and tear. But it'll…
Thanks mate! I'm trying to find a good balance between the splash art and the ingame model, since it's supposed to look nicely from the ingame camera angle. Real small details will have to go, but overall shape changes and grit are being translated. Ichopped the blockout to bits and are workin on them one by one. Started…
Department: Tools Reports To: CTIO Location: UK (remote) or Soho, LondonAbout NVIZ NVIZ was founded in 2004 as a previsualisation company. In 2009 we started offering VFX as well. Most of our time has been offering creative services for film and television. The films we have worked on include Skyfall, Kingsman, Jurassic…
Modelling & Bake Model is very simple and ii many areas shading behaves a bit weirdly as well as certain parts just seem to be misaligned. For example part where the hammer hits seems to have completely different edge finish from the barrel magazine. As well as the area where the handle meets the receiver. The hammer…
What ends up in the game engine is triangulated. You can use whatever works best for you. Quads are great because it allows for easier selection of rings and loops. Tris are often great for organic forms. You might want to force triangulate a non-planar quad that might be auto-triangulated in the wrong direction. afaik,…
Tl;dr: Small team making a sandbox MMO is looking for an Art Director. The idea is less crazy than it sounds. We kinda know what we're doing here. =D The game: "Das Tal" is a small, time-boxed sandbox MMORPG with a strong focus on PvP and economical warfare. The game makes you a prisoner in a dark fantasy world. You have…
This is where your argument falls down somewhat. It is not easy to come up with a simple model to predict ("anticipate") what a player is going to do and how to appropriately react, let alone across a variety of different environmental and non-environmental conditions. Players are by their nature very unpredictable, which…