I'd say the circles on the ceiling tiles could do with a bit more definition and a more gradual edge to them, I'd only notice them in game if I stopped and stared at the ceiling. Also adding some height in the normal to the red paint would help to sell it a bit more. In fact more overall texture which is there in the dif…
Just a few things I would of touched on, What should you expect to pay to host your own portfolio? What are the free/cheap options? a bit about don't always trust the most advertised hosting site to be the best option (GoDaddy really comes to mind). You don't have to give solid numbers or name sites, but just some more…
They say an MFA is required in most cases but in my experience when I was straight out of undergrad with a BFA and less than average portfolio I got an interview for teaching at WPI, didn't get the job but I had a chance. I also have a friend who does not have an MFA but went to Vancouver Film School, which you receive a…
To be honest, that's super boring and generic. That's basically what every cover letter guideline will tell you to write for any job. Try to make your cover letter a bit more unique to you. Briefly mention how you left your career production artist in order to peruse a career in games, that you're self taught trying to…
You shouldn't compare your work to other students. Your work probably does look much better than many students out there. However, in the real world you are competing with the industry's best. So that should be the bar you set for yourself. Barely scraping by what is acceptable, just won't cut it and it certainly will not…
Hehe, I just finished this same exact environment a few weeks ago. I ended up baking the planks onto a plane and texturing it that way. For the ocean I used a shader. It was really hard to make it look realistic and it is far from perfect. I would recommend checking out these links:…
Thanks. In fact, i was more guessing that in case of vertex lighted object, UDK uses radiosity normal map, but instead of storing on maps, it stores on vertex data. But first I'm not really sure about how RNM are set in UDK for better performances. I think they mix the 3 directionnal intensity in the 3 channels of a map.…
Like Swizzle said, it's pretty obvious that the artist used a square brush, try the one of the square chalk brushes in photoshop. I have one tip for a tutorial from gnomon where the artist paints a lot of snow. http://www.thegnomonworkshop.com/store/product/710/Matte-Painting-for-Production-with-Jared-Simeth Since this is…
The functionality/UI is there of course, but actually being able to *do it* is another story, as seen by malcom's first example and numerous other posts on same subject. I would LOVE to know how to do it correctly, and by that i mean without any errors from the high/low intersecting or whatever it is that causes all these…
Minmoose: Thanks moose. I have been scouring for some tutorials and came upon some sweet videos the other night. I will have to watch them thoroughly over and over. It does seem like an artform on it's own. One question I have already, if we take the lighthouse model as an example, I know the main body of the lighthouse…