Not really. I think it might lessen how much a studio outsources background characters. But those are usually made pretty low budget anyway. Main characters will always be created unique for games. Sure, photogrammetry and scanning are a bit part of that but that is already the case. Metahuman gives you another option to…
dude! i just checked your site. i've seen some of Exarch, sucks it was cancelled it was looking great. is the project alive in any form? i was trying for an intern position there before moving out to phoenix for a gameart and design degree. an alumni student, dan nanni i beleive, and instructor named mark meyer from my…
If you're looking overseas it's always good to have a degree, else for this industry portfolio and experience is what matters and basically it's up to you if you want to spend a lot of money on College or if you want to teach yourself. I had a lot of money saved when I first started so I had a simple job (3-4 hours a…
well damn, if thats the only way to relax i am very underwhelmed :s, feels like its always just slightly lacking hope they add more tools around this because of the gameart pipeline i feel unwrapping might be blenders cruxs, i really enjoy the modeling process but when it comes to unwrapping it feels lesss then fleshed, i…
For gameart, it doesn't matter what base you use, since you're just baking normals - only the final result matters, and therefore what base helps you the most to get to your result. I would recommend anyone who's just starting out - to use a simple basemesh, and then work your way up the more you sculpt - as you'll see…
The scene looks real nice, good job on that :) A little bit of feedback/thoughts: I am assuming this is not intended as a portfolio piece for game art considering the workflow? More of a previz thing? If its gameart, I would have understood the polycount and wireframe a bit more if you used tiling modular textures and had…
I haven't used substance designer/painter but it seems like the software is very correlated to the soft-of-recent PBR shader bandwagon. It has a long ways to go before it becomes as much of a full game texture-editor as photoshop is a general purpose defacto image and texture editing software. Photoshop is very very…
I agree with everything Warren just said. Not to beat a dead horse, but the reason it's become the focus with this one because when you take the characters away you're left with practically nothing. It's a fantastic painting, don't get me wrong, but there is nothing visually unique about that scene when you take away the…
Hey fellas I thought I'd just bring up a point that has been on my mind lately, which is that it seems to be getting harder to find critiques these days (if you don't stand out). I've noticed this with competition threads and in Wip threads in general. What I see happening (and I'm guilty of this myself) is that the…
Non gameart related question this time, sorry for that. I am once aggain working on a grassy field. Last time I were placing mrProxie-instances of a grass patch with the help of the "Scatter Utility" and the "Advanced Painter" plugin, which gave me some problems.* The Scatter Utility requires the number of instances to be…