Hello polycounters. I posted this tread Portfolio Feedback 2 years ago, in Nov 2016. Right after that I found my first gamedev job in this company: Eagle Dynamics. They make hardcore flying simulator "DCS". This is how latest jet model looks like: DCS: F-14 . As you can see this jet model looks really really good. But it…
[1100$/month full-time / 7$/hour part-time] [Remote only] [portfolio: https://www.artstation.com/eugenethemodeler ] Hello, my name is Eugene. Over the past six months, I have devoted time and energy for building a portfolio and enter the gamedev. I have six months of professional experience and several freelance orders. My…
internal HR and recruiters, probably ok and worth replying to if you are interested. as in if their email address is a game studio address and they work directly for a studio. "linkedin" recruiters or 3rd party recruiters trying to snag a recruitment or referral fee.....avoid. They are not really bringing anything to the…
This is every artist's wet dream, finally a step forward. The workflow of making a high poly to throw away purely to waste time by baking down to a lower res model is obsolete and over a decade old. So the fact that this has come out will unleash our potential! Don't be scared guys, this purely benefits us and our artistic…
Hi guys, I know many folks here work in AAA gamedev studio. I would like to know what is generally the main strategy for PBR level preview with a Maya based pipeline in a game studio ? When you have build and shade all your assets individually and you have now to layout them to build your levels, how do proceed to get an…
Hello! I'm a concept artist Daniel Solovev and I would like to work with you! My portfolio:https://turbosolovey.artstation.com/ And my recent personal project:https://turbosolovey.artstation.com/projects/QYQyE My contacts:Skype: turbosoloveyFacebook: http://www.facebook.com/turbosoloveyE-mail: turbosolovey@ya.ru About…
Putting out a request for some help from the community. So I have been unable to find a good solution for hair in unreal 4. Largely because from my limited understanding in unreal they use a deferred Rendering setup vs forward rendering. So using an opacity mask gives me no fall off everything looks chunky for hair (looks…
subscribe to gamedeveloper magazine - they do yearly survey of all agmedev related jobs, art included. Also maybe they have that for free... dunno, u can check on google for their surveys.
I am not sure how it's in major studios. We have Max pipeline. Still animation guy works in Maya. VFX one in Houdini. . Some people use very old versions of Max , many years before subscription, because they are working from home. It's just not so big of an issue anymore. You just have to know Max to certain extent . As of…
Personally I have the opposite problem, I'm prone to workaholism and I don't play enough. Being productive is one thing, but given how time consuming game art is, keeping your passion alive is very important. If playing games and making art is making you happy then try to find the right balance. But I don't really agree…