Today is a crazy day here at the office, and with Emil lost in Australia on some crazy adventure and MoP still finding his footing in his new place there's no time to whip up a recap this week. There is, however, some updates to the site and things on the horizon. Currently live updates One of the most recent updates to…
We've managed to wrangle Valve in their 'Valve-time' slipstream long enough to catch the names of the 5 Winning entries to the first ever Polycount Pack for Team-Fortress 2. Members of the Polycount Community were given 5 weeks to come up with a SET of items for one of the 9 different TF2 classes. These sets had to be…
Level Designer Responsibilities: - Preparing sketches and maps for new locations (2d & 3d). - Building locations in the editor with existing meshes, tools and the help of environment artists. - Preparing parts of location for particular events. - Working very closely with the cinematics and quest implementation teams. -…
Hey ppl, Starting a new thread of one of my current WIPs. I started to work on the scene quite long ago, but i was busy with other stuff and only recently I thought I've got something to start showing :P I did few explanatory vids to save me some time on typing ;) Here is a rough composition and brainstorming for the…
Wanted to tackle a Assault Riffle in my Hard Surface Practice aswell as to have a gun in my portfolio, my overall plan was to model each part individually. Thus in the future I can kitbash some guns (watching the Red Storm Zbrush R7 video they stated it best to make it detail now so in the future it just a matter of…
Hello! A bit about me, I'm in my early 40s, and have been in games for 7 years. I'm a Senior Environment Artist and have worked at a handful of indie studios, with the most notable one being my recent place. Myself and a good portion of my recent studio, all lost our jobs due to the industry being how it is. I've been…
Bumping this thread back up again because I've made some more portfolio changes, this time not featuring any of the previous models posted here but focused more on environment work now that I actually have more environment work to show :P I still have some things pending upload (freelance work mainly) but I've posted all…
my 2-cents on this would be to rephrase the qualifier in terms of what you do want to hear about, rather than what you don't. E.g. "How does my topology look?" or "I'm trying to match such and such art-style, what can I do?" This gives some structure for your critics to latch onto and build a valuable response around.…
That's not what I mean. What I was trying to explain is that the tools to create source assets the in way you describe (as painted sculpts) have existed for 15 years. Computers have been plenty powerful enough for it for a long, long while. Your computer can handle it already. (I am not talking about the game version here,…
Hello! Sorry for the late-ish reply. I figured out my issue for the most part. What I ended up doing was using the Weighted Normals modifier in Blender, which seemed to fix all the problem pieces with enough tweaking. The shading issues didn't make themselves apparent unless I used a shiny matcap to preview it before…