This materials are supper awesome! I remember first time I saw all mud in Geneva and Titan and all other of them, I was amazed. You guys made outstanding work there in IW!
forget those minor things, this could be the best COD since years. They did a great job scanning people for all the characters. Other studios use scan data and their character models are meh... so uncanny. This feels more realistic, although of course, it has its flaws like all things in this world. I just hope to play a…
Hi everyone! I'm an aspiring game artist trying to land my first job in games- I've submitted (mostly speculative) applications to various studios but haven't managed to get any interviews, jobs for juniors also seem to be quite scarce right now haha. I talked to a recruiter at an event over the weekend and he suggested…
Looking good nice work. Yep, that happens. You almost always have to exaggerate and over state the details to get them to make it all the way through the process. It also helps to think "what if I had to render this at a lower resolution" because that happens all the time. One of the first things to get cut are the highest…
I started this project a few months back but now I have built it up a bit, felt it was worth sharing on here too. http://gameartportfoliowall.com/ Its simply just a collection of awesome game art portfolios with preview images for each one. I always struggled to keep track of all the cool portfolios I come across so made…
Some bad parts of combining assets: * Less freedom of reuse. It makes the asset more specific and less re-usable. * Usually takes more time to make, requires rebaking from source assets each time it needs to change. Imagine you baked an entire house into a single giant draw call and saw a problem with a trash can. You make…
The first thing that happened was I got stuck INSIDE the ball itself. As in, within it's collision mesh. It rolled into me, push me against a wall and somehow sucked me inside. After hitting all the buttons I could for about five minutes it decided to set me free, but it wasn't done with me. The ball's next evil plan was…
Lol at Sonic 4. The gameplay looks identical to the sections of sonic 1,2,3 where you are underwater....and you move really slow...and its really frustrating...and you just want to get to the surface... Except its like that all the time. Anyways, The mushroom hill video is an exact representation of what I wish sonic has…
not just that no - I've not done a great job of explaining myself :) there are a number of use cases As a high-res to low-res transfer example - and sticking with trees: in your source model (the picture i drew before) You can use speedtree to assign vertex color values by index to leaves/branches, you can also apply a…
Having looked at your portfolio and the Noctis studied the feedback you have been given is pretty accurate. I think you need to take a step back and evaluate your work and what are the major things that need to be worked on. Lets take the two things mentioned in your post, Anatomy and texturing. For now Ide recommend you…