I have hundreds of more textures, but I have started over from scratch starting to bake all of my textures where possible. I am by no means new to this kind of work, there will be tons of more to come, please bear with me :) Ah, right. They're all generic panels and 99% hand painted. I'll make new shots with scale…
I notice that in a lot of games that take place mostly in darkly lit areas, like Doom or the Condemned series, where all sources of light are from the engine, that the diffuse maps have zero painted in lighting. Since 99% of the time the weapon is either going to be "lit" or in total darkness. But other games that take…
Edit: Updated with new screenshots. Hi everyone, Here are the results of an art test I've been working on this past week. I was tasked with creating textures & materials for a snowy road segment. Used Substance Designer, textures are about 99% procedural. I have a bunch of parameters exposed in the substances and UE4…
first game studio job I worked at I worked with a guy who had hearing aids for both ears and he was a senior/lead and had been in the industry for quite a while, you will be fine. Most studios have a majority of their communication through slack/email for most essential information. most of an artists time is spent head…
99% of the time when your bake is picking up other objects in the scene it is because your cage is misaligned, too far away from your high poly, or too close to it. Your cage is used to determine where your rays start casting from, if it is too far away it will pick up anything between the cage and the target mesh. If it…
99% of PC noise comes from the fans. The fans generally speed up and thus get louder when the PC is doing something CPU or GPU intensive like rendering or playing games. You can try to clean the dust out of your PC like lnhert suggests, which should help. If you really want a quiet PC you'll need to get specific parts to…
Should be able to dodot(lightDir,s.Normal)*0.5+0.5 I recommend you just jump straight in to writing the surface shaders in code, you seen to understand enough about shaders in general to do so. By default it's all just straight up CG code (which is close enough to HLSL that they're interchangeable 99% of the time). Just…
Can you say anything specific about skills in demand there? Like could a junior get hired on if they have some rigged and animated characters in their portfolio (even if they didn't build the model themselves?) Would using a system like advanced skeleton be okay, or is from scratch rigging a must? Is coding a must, or is…
If you are such an amazing sculptor, that they don't mind hiring someone else to retopo and UV your models for you... then sure. But, 99% of the time I have seen a person who focuses only on sculpting characters or props, and they were really good, we have sent them an art test that was focused on in-game low poly model…
If you are learning to model, really only take real life references. Most concepts are really poor and only realize that in 2 years where you will say "what was I thinking". And there are much cooler real guns than 99% of fake ones. Its much easier to get a feel for the proportions, people can help you better,you have more…