Really, what the hell are you supposed to look for? I've been invited to sit on the jury for the BAFTA (british acadamy of film & television) videogame award for artistic achievement, and I'm totally lost (this is either really good, or really, really bad). It brings up a lot of very interesting questions that I'm not…
Yes, variation came to my mind also (you got this far might as well go all the way with it). Can see the pattern on the green elements and it was a little meh to me, but otherwise i can understand how complicated these graphs can get. Makes me appreciate alternative sides of the production pipeline. Otherwise this is kind…
If that's all you care about then your goal is too narrow. Your ultimate goal should be to grow as game art professional, which covers many aspects. Art is the most important one, but it's just one of them. I know very few people who're stuck for years at the same job in the games industry. But even QA can teach you things…
Really nice stuff, there's a lot of rotations going on here and you've handled them nicely. Also getting some drag and overlap so that's really nice. Left you a few notes. As far as the idle pose, 2 ideas spring to mind: Either you can use the punch at f112 to launch yourself into a really nice squash pose like you have…
Hello! I have been working on this for a bit now, but I forgot to keep it updated here on Polycount. This is my Nightcrawler Marvel Rivals Fanart based on the concept by @ishaliart (Her and my artstation are linked below where you can see the progress there). This version of Nightcrawler is intended to be a Strategist…
Hello everyone, my name is Giovanni Randazzo. I am a filmmaker and producer currently working on an independent dystopian sci-fi Screenlife Film titled “4 Profiles”. We are currently in the final stages of post production. For the film, we are looking for a VFX artist who would like to contribute to a passion project and…
The video speaks a whole lot of truth about mismanaged studios. It is good knowledge for young people looking to break in the industry to know. Visual FX houses are much the same. The key thing to remember though is for every bad studio, there is a great one that treats their employees well. The only hard part is…
Ha you obviously have a fierce loyalty to space exploration Mr_Paris. Also Kwramm's right about feature creep, i wasn't trying to say constantly through development you should be bloating it with more and more "OMG this would be awesome!" type stuff. But constantly be thinking about creative solutions to the random…
Upon opening this video, I thought "this dude seems bitter". However, he speaks the truth! Tejay is on the right track as well. If you fail, don't give up. Just try again. You can't sit comfortably and expect good things to come to you. Each time you fail you will slowly but surely increase in your skill and integrity in…
Hi! I'm a bit confused by the title which mentions normal map issue due to 'UV-Seams of high res mesh'. If this about transferring highpoly detail to a lowpoly using a normal map, I would think only the lowpolys UVs are relevant? Along what Eric asked, what does the lowpoly look like with just the baked normal map applied…