Usually you're paid a yearly salary, not by the hour. Every studio is different, though. There have been a number of these threads here on polycount. Usually people are pointed to the various game industry salary surveys on gamasutra and other sites.
Usually if you can program on the side, your position is more secure. Since you can help develop and script tools to bridge the gap between artist and programmers, the people are more valued. Usually this position is called technical artist.
good start I'd echo what the others have said and also add look at scale issues, that door seems too short an squat. Most doors are usually either 30" or 32" wide and the heights are usually 80". (in the US)
Yeah, it is a pretty vague and generic answer. But when you are just starting out and have no clue how to scope from the get-go, it's good mindset to have. Usually what I find is this: First I need to jsut make the peice of art, get it in engine, and only then can I figure out exactly what it needs to be. Both in visual…
Hm, if you're wanting cavity for scratches per materials there's two possible approaches. If you can use a material preset, like plain edge or something, and have that apply by edges (Which I assume uses the cavity) then you're set. If that doesn't work you could manually add scratches per-material by using the custom…
Thanks everyone!! _Kratos_: Always it´s a pleasure work together. We had epic moments in LOS 2 :poly142: You are the best, Man! danitchu: Maybe, I try to add a piece of my heart in every texture that I make, but this is possble because I have the best modellers around me. I really enjoyed working in sculplighting, for me…
Technically, most engines will triangulate your mesh for you and the FBX exporter will too. It's usually a good idea to triangulate before exporting, so you can see any shading errors if they do pop up. But, what Ootrick was saying is that you have faces with more than 4 sides, or n-gons. N-Gons are usually bad because…
well I've been working overseas almost all my life. I think I only worked in my home country for like a year. Basically be open minded, learn to make compromises, accept that you cannot always live the way you lived at home, be ready to accept to see the world in the way your host country sees it, and you should like…
EarthQuake: Now this is the kind of feedback we really appreciate, constructive! We knew before we started that it would be impossible to make all kind of art styles, this is why we went for the realistic look which is most commonly used. So if you are not going for a realistic looking game\application you are not in our…