I'm curious what type of studios often give the "no-response" treatment. If it's a huge, very well known, AAA studio, then I could understand. However, do smaller studio located in the middle of nowhere give no response or contact information?
thanks ZackF Yea, most likly, i will use normal maps for bits here and there i think. Do u think its better to bake the whole car? Would anyone know what is done on AAA title games?
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Does the 3D game art that is done for a 3D AAA game or any 3D game in general, differs from the art made for a VR project, in terms of the art style, the techniques, the presentation of the asset in the game engine (shaders for instance )....etc???
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Hi, My name is Jaco Herbst. I have experience working as a Character Artist on AAA titles. I'm currently available and looking for freelance opportunities. Email: jacoherbst at gmail.com Samples of my latest work, more can be seen here: Thanks for looking!
Thank you for your support Shanteez! :) Hopefully we can find a subscription model that works for everyone from hobbyist to indie to AAA! I've seen some of the stuff Teddy is doing right now and it looks delicious for lack of a better word!
Yeah, why is that? Seems like previously known polycounters get a shitload of praise (or if it's part of AAA project it's always automatically awesome work), aspiring artists get next to nothing and complete beginners get a shitload of feedback. This thread is a perfect example.
Well, here's the thing. There's studios that like to treat their employees nice and give them a bunch of cool shit to keep them happy (beer friday and fooze ball and such), but they tend to be the AAA studios that will ditch you the moment their stock holders want them to....
6 Years and many shipped titles. Not a single line of code. This probably goes for many of my fellow artists. In a large AAA studio there really isn't any need for it unless your a tech / vfx artist, but hey would not hurt to know :)