Personally I have the opposite problem, I'm prone to workaholism and I don't play enough. Being productive is one thing, but given how time consuming game art is, keeping your passion alive is very important. If playing games and making art is making you happy then try to find the right balance. But I don't really agree…
I am not sure how it's in major studios. We have Max pipeline. Still animation guy works in Maya. VFX one in Houdini. . Some people use very old versions of Max , many years before subscription, because they are working from home. It's just not so big of an issue anymore. You just have to know Max to certain extent . As of…
per- and here is the point- xbox360 isn't such powerfull as I tought before I knew specification for xbox artists- why xgames are awesome? postprocessing etc etc but for example it has very small memory for textures and next thing- You are right about the balance- prop like a chest, box, barrel etc must have less polies…
Lets be honest, a simple work not requiring new ideas, anything you can just learn, not invent but really just learn how to execute is at risk . But if you look deeper into this it's been that way before too . Lots of artists jobs had been eliminated not by Ai but just internet and other fellow artists easily available…
I am sad to say it but doing a freelance job obtained from some random site would bring you nowhere. Whatever good you would be you just wasting your time. Freelance job only works when you have contacts with studios and those contacts often need years to amass. Such freelance work imposes a certain risk on your customer…
I came across your gamedev thread yesterday when I was googling SVOGI stuff and I read through it. I agree about the post process refraction replacement, seems like a good idea, but I do like the idea of everything being somewhat more physically accurate. Do you think there would be any way to solve the jerkyness problem…
This idea of a perfect "market" that works as a meritocracy is completely flawed. Anyone who runs a company or works in marketing will tell you their job is to manipulate the desires of the consumer, or even to create desire from scratch from where before there was none (smart phones, tablets, consoles, etc). Hollywood has…
Sidestepping the emotional aspects, i will just highlight a few feedback points on your portfolio artworks : - you seem to like to include both highpoly/midpoly and lowpoly versions of assets (in some cases with duplicating textures or rendered in different renderers) - i think its unnecessary -- if your goal is to work in…
So, I heard GameFreak was thinking about release a Pokémon game for Nintendo 64 circa 1998~99, but they dropped the project for unknown reasons. So almost 20 years later I decided to make some mockups of how the game could have been. I also need to regain my motivation on making games since the Pokémon franchise was what…
Ok. I got a pretty good reaction to my work at school. I'm a freshman. I felt good. Here's some of my 3D models in Arnold and Maya. and a traditional painting I originally went in with an intent to be a concept artist but after exploring all the other realms of things like gamedev, motion graphics, environment, character,…