Its just that it's such a big part of the question at hands really - regardless of graphic design degree VS gameart degree, its the portfolio you are being judged on. That's why I asked.
wow that's just awesome,so you say at last modo-gameart workflow is now seamless.I think more people should be aware of your scripts,many appreciated,sir!
Results looked pretty ugly, blobby and distorted... Not sure about gameart, but might be useful for camera mapping stuff where only illusion of depth from certain angles is required.
[ QUOTE ] P.S - dont make GI renders...in gameart they dont make much sense unless you have an engine that supports GI [/ QUOTE ] Two words: Bake. Lighting.
I realy like your wooden gun, very creative design and nice shapes :) If you push your material definitions a little bit further, you have a nice piece of gameart :thumbup:
Np, FAT_CAP, glad to be of use Lovely brushwork and color palette Gauss! *saves to inspirations folder .. quickie texturing/rendering wip on mudbox headsculpt I did time ago. Not gameart, but anyways :poly114:
Thats what I've been working on. Its a preconcept to a concept I will do soon. Gonna do some Gameart in August, looking forward to that! So, more stuff on that univers to come!
This is my first progress screen. ~6000 tris. This i work for my future gameart portfolio. Do you think 6000 tris is to heavy for at next-gen game prop? (xbox 360, ps3) Is 2048*2048 textures a bit to much?
What's going on? is everybody on holiday and doing gameart? very wip, but I just wanted to support the airborn spamm :D [img]http://nonpublic.airbørn.de/wip/katzeimsack/env/hous_wip_02.jpg[/img]
Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…