So I've been applying for some concept art type positions for some time and on more than one occasion studios respond and immediately assign you an art test to do for them (with a deadline) without confirming with you first if 1. you are willing and 2. when is the best time for you to start the test. Personally I find it…
I've been working on some UV maps for the past week, and I'm beginning to wonder if there's something wrong with me. I just can't stop adjusting it until it's almost a textbook unwrap. Granted this seems to be a common thing for me with UVs, I don't know why, I just can't stand inconsistency-- and UV layout is one of those…
For those of you who have been hiding under a rock, a few days ago Polycount officially withdrew from the Dominance War contest. Despite the bad news, the Polycount community was given some good news that we'll be hosting our very own contest. Since the announcement was made, we've worked hard to get this this contest off…
When searching for something in painter libraries if you are not in the right tab it will show you this message, can you turn it off? no sure whats the point of this
Hi all! Just wonder had anyone went to Siggraph before? Did you enjoy it and do you think is a great place for 3D game artist to make friends, visit, learn or networking? :)
So, this thing. What is the proper way of UV unwrapping this for a game? According to the best AAA standards and all that. You can sketch your solution in MS Paint (where would you put the seams).
I have a question about baking from Hi to Low. When you split your UV maps at the 90 degree edges, how far do you usually space them out from one another to avoid getting those weird baking errors?
Guys, yesterday I posted an open letter to all 3D artists : http://www.allegorithmic.com/community/blog/open-letter-3d-artists In short: publicly saying that you master Substance can help you. And if you send us your CV we can point dev studios to you more easily. Sincerely, S