Even game-rez looks pretty good these days. We wouldn't even consider hiring someone if they didn't show us normal mapped/spec mapped/light mapped models with a good silhouette. And what's with all of the character recommendations? There's a lot more work to be had in environments and effects. If I were going to do it all…
sry to say this but, those who complain about the Colorful Art Direction are judging way to quickly because all the have seen up to now is a tiny portion of the game X years before its release. Its fine to have an opinion and express it, but you need to consider that blizzard is full of talented and experienced artists…
LOL I got that same phonecall. Got me off of monster. So far I've had zero luck with recruiters, largely because they just look for keywords rather than understand what the job entails. The post he's trying to recruit for is "Lead Level Designer", but the way the recruiter presented it made it sound like a modeling…
Ahh.. This suit is made by "TrooperExpert" or TE. He's a prop maker dude. Its the most accurate set of armor out there. Some pics of finished suits look like they are right out of the movie. As well they should be since the Helmet was moulded after a screen used ANH helmet, and the armor moulded from a ROTJ set. The Suit…
Well, its ironic that Im so surprised at the 5 year thing I guess, since admittedly I was actually trying to get out a year ago. I just don't know too many folks that have gotten out after 5 years I suppose. I swore blind i'd never make another game again, but then I guess an offer came along that I couldn't quite resist.…
The earliest stuff I did was tracks for Stunts FX (same as CheapAlert) and Deathmatch maps for Duke Nukem 3D. I used to throw in hidden rooms so I could always scam on my mates when we'd play over LAN or direct modem connection. My first attempt at skinning was Counter-Strike models, though they looked turds and never…
Re: Tech Artists We use Max and a heavily modified version of Gamebryo. I think we're looking for help across the board when it comes to: - Pipeline development and optimization. Since we make MMO's there's TONS to be done here from customizable characters and their metadata to weapons to FX to world objects and on and on.…
I guess some of these should be in RAWK but I'll post them here any ways to show our uni project. So I'm working on our final project at uni called 'Fringe'. It's an open world - adventure - walking simulator esque thing. My role is basically - Environemnt artist for all things organic - rocks, trees, foliage, layout,…
lookin pretty darn good now man..although, it's looking a little flat yet.. if I might suggest, there should be more specularity on the top most surfaces that are either plastic or metal, or rubber.. look for references of these materials on google.. how much sheen would be in the rubber of the tires, where are the hottest…
Crap, just realised-- the studio look I was complaining about might actually be the result of your sky data. Your ambient source is from an inside environment with very even lighting, you can even see the lights in the reflection so I'm not sure about that. And while the lighting looks better, and the new background is…