Hm, I'd err on the side of what Fritz said, generally triangles in ZBrush can be a pain - I have heard several people mention bugs where their mesh just goes crazy and throws vertices off into infinity, this only seems to happen in meshes with triangles. Generally it's fairly easy to get rid of triangles for the most part,…
Right, though some roles will generally require a lot more hard surface modeling that others. If you're interested in entering the industry and doing primarily hard surface work, shoot for a junior environment artist position. This will (generally) have you doing: Props, Building/modular sets Tiling textures Set dressing…
Those aren't enough. A game character tutorials and even a general one will almost always be outdated somehow within a couple of years, but still stand the test of time for it's basics. A game environment however will change more, and aren't as easy to nail down from generation to generation. What I was referring to is the…
I solved this a while back in perhaps an interesting way. Since it's so simple, I just modeled and unwrapped a highpoly basketball. Results in UVs with practically no distortion. Then (in Substance Designer) I went pretty hardcore and made a generator for the bumps that distributes them the same totally random way they do…
I haven't had any problems with Doom3's normal map display, you just have to make sure whatever normal map generation method you use (nvidia filter, lights in your 3d software, max's normal map generation, whatever...) follows the same conventions as Doom3's renderer uses. These conventions are: Red channel - Black =…
Would better tools reduce the need for artists? Possibly. If you don't need an artist to make a tree because you can simply just scan one, you wouldn't need them. But remove 3D artists in general? Never. The whole point of being an artist is you can create anything that is both real and imaginary. This applies to all…
Just a quick writeup as I just went through the process myself for the first time. But the workflow is the same as doing any high to low bake: * Going to Unreal. * 3DS Max, RizomUV, and Substance Painter (I set up my own export preset). * Starts out with ref gathering and note taking. Drawovers in Photoshop and deciding…
Well it's just purely opinion of course, but the art (basically all of it) seems like its somewhere between cartoony and realism, but doesn't strike a pleasing balance. The shape language feels really consistent throughout most pieces and is a little weird too me. A lot of heavy, chonky shapes, there are very few elegant…
I'm black and my younger self would be the kind of dude to ask this question...but frankly..what does it matter?? The fact that there are other blacks (or people from your culture social background) shoould not influence in any way you're attraction to a medium (even though, socially, it's proven it does). These kind of…
Absolutely! This is for a game asset. I initially thought I needed to model it directly into the mesh, but I also considered using a trim sheet for the vent. I've made some progress and would like your advice on whether the buttons and the front speaker should be included in the low poly version or just in the high poly…