We have great resources on texturing buildings here http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets
We have great resources on texturing buildings here http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets
Have you visited the wiki? http://wiki.polycount.com/wiki/ShoulderTopology http://wiki.polycount.com/wiki/Limb_Topology also shoulders from Japan might be helpful: http://www.polycount.com/forum/showthread.php?p=828880#post828880 and Hippydrome http://www.hippydrome.com/
There are several approaches available. How building textures work: http://wiki.polycount.com/wiki/Modular_environments How to add wear and tear: http://wiki.polycount.com/wiki/MultiTexture
For texture baking http://wiki.polycount.com/wiki/Texture_Baking For character construction http://wiki.polycount.com/wiki/Character I think there is a lot of good info for you in there. Cheerio
We have some good things here http://wiki.polycount.com/wiki/Freelance#Invoicing contract( ) is a rather nice starting point. Graphic Artists Guild Handbook: Pricing & Ethical Guidelines is also an excellent resource, jam-packed full of art freelancer info.
Moved this from General Discussion to Technical Talk. Have you looked into modular workflows? This is one of the key elements of high-res game environment workflow. http://wiki.polycount.com/wiki/Modular_environments Tiled textures are also key. http://wiki.polycount.com/wiki/EnvironmentSculpting…
Some stuff on the wiki here http://wiki.polycount.com/CategoryShaders and here http://wiki.polycount.com/CategorySpecialEffects edit... and especially here http://wiki.polycount.com/CategoryWhitepapers