Once the credits hit online, you should peruse the names, only know those in Toronto for the most part! Definitely can't post any wires or textures unfortunately. Atlassing of textures was done by hand in Photoshop, we worked closely with Texture Artists to get the best layout possible to maximize size of the elements as…
Golden Hour - by Scott Knapp Portfolio: http://www.scottknapp.com/ WIP Thread: http://polycount.com/discussion/173765/wip-enlighten-contest-golden-hour-by-scott-knapp#latest I wanted my scene to be very calming and serene, so I chose to use a sunset lighting condition. I went through a lot of iteration just trying to lock…
Doing fine, thanks for asking :) A quick impression on first sight: -Homepage is okay, though I think it would be better if the image layout would be 3 rows of 2 images, instead of 2 row with 3 images. That would result in bigger images and a better filled screen (now it's just half the screen - in height). -I like the…
The work in your portfolio is kind of all over the place right now (photogrammetry test, pre-rendered work, UE4, etc) and not very well suited for applying for a game artist position. If you are looking for a game job you'll want to tailor your portfolio more toward the type of things an employer will be looking for. I…
I think you're being overly anxious about drawing skills. I recommend checking out art test by studios who are hiring in positions you're interested in. In most cases it's a modelling and texturing test. In AAA pipeline, usually as a junior artist you're just handed the concepts or layouts for you to work on without having…
Updatin' I think I can call the panel connectors pretty much done. When I flipped the greebles to make up the inside portion of the panel, I also flipped them on the Y that way the inside and outside of the panels from any angle look different. I'm thinking there's enough variation or visual noise so that it's not…
There's a nice tutorial in the following link, were you can find some answers.. https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ I'm trough this, and i'm unwrapping the cards in maya... i go to the following order, first, in the Uv Editor do Polygons>Unitize to make all the cards fill…
Thats a tricky one when i comes to fine details as any of the automated processes out there (at least what i've tried) will most likely have a hard time preserving the detail where you need it. So if normal baking is where you're headed with these meshes, my advice would be to see how far automated decimation + source…
It's really down to what suits you the most. To me, MODO is something that's actually enjoyable to use. It starts fast, the tools work across everything (you can add edge loops to your mesh from the UV layout, the sculpting tools work on regular meshes as well as sculpts and UVs, etc.) and the easily set up action…
Personally I don't think there is need for the ink splatter to indicate a loss because when the game runs after 2 wins you are done. The psychological connection is that 2 feathers equates to a win and after more and more playthroughs it only reaffirms that 2 feather equate to a win. Im also having a hard time…