Thats a tough act to follow heh Using filters is not evil, just don't abuse them. How you get to the good results doesn't matter, if you want to work on your digital painting thats great I strongly encourage that, but don't dismiss filters as a cheap hack. It's a tool just like all the other features in PhotoShop, used…
I think people get too attached to studio names. It's never the studio that makes the games that people love, its the people behind the studio. Those people will carry on somewhere else if they choose to do so. I understand if they decide to cash out and go do something else that isn't as volatile, the industry isn't…
It suffers from the same problems most portfolio back alleys suffer, there just isn't much to it. You'd be better off showing the props by themselves without a scene. Few decals and a chair wont change that. I don't want to sound mean but you should really try doing some research before you make a scene, asking for…
Hey again! So, since I am not much of a video person I am just gonna post some graphs. My mastershader looks like a complete clusterf*ck, so I am gonna isolate the parts that are relevant to the moss, otherwise it will be too messy :P I am going to assume some basic knowledge of Unreal and SD for this. Otherwise there are…
there is one thing missing from all the things you have been doing that you listed. Actual portfolio work. Right now it seems you are kinda having paralysis by analysis, looking at all this info online and trying to figure out your next course of action, when in reality, deep down you probably know the answer. Output more…
Starting from concept art, this is my workflow usually: 1. Blockout mesh to test in game to make sure nothing unexpected will arise from the asset - this can be very quick, as long as the proportions are correct. Just need to test stuff like player collision (eg. if the player has to walk through / around / inside the…
I guess it depends on what kind of position you'd like to be working on. If you want to work on video game art (real time) then you would benefit a lot from having your work in a real-time game engine since it would show potential employers that you know how to work with the tools needed to make a game. If you wanted to…
A lot of mixed views on here. On a plus side since starting this thread I managed to get some sweet lighting sorted on my current proj :D. To sum up my views at the moment. Uni was a waste of time as relates to what it cost me. I made friends and got a very independent work ethic however that was more due to what they…
Hi dzibarik! Firstly, I just want to put out there that I am no professional in the gaming industry, nor have I done a degree in Game Art, 3D Modelling or anything related to Game Art. I left my BA Architecture Degree because it was full of people I didn't want to be and the Industry seamed bleak to me (in my personal…
Hey man, before I give the critique let me just start by saying I'm going to go at this from a concept perspective and not an illustrative one. That being said though, you're missing a few things that are similar across both directions. Think of it as the art version of "nouns and verbs" that you would need whether or not…