Your portfolio is great! You have made some very cool and highly detailed weapons! =) I have tried making simpler handguns and it is not easy. Your work is very good. But I totally understand what you mean. Many studios want experience, but in order to get experience someone has to let you in. It's this evil circle, it's…
@pior I am rarely doomscrolling and I don't use Tiktok or watch shorts, I see it as a good thing because I believe these messes up with the brain and I refuse to be part of it. I will keep this in mind what you've said, it makes total sense. Thank you!
I work in outsource and have been - mostly - properly credited on the titles I've worked on. I have to assume that initial contracts include that we'll be credited and my studio generally check in with us to confirm out name for the credits. Most AAA games you see have a huge bit kind of half way through the credits where…
Yea that's true. There are a ton of programs that can do 3D paint (about 20 in total that I know of), but all of them have some very notable limitations and/or are abandoned. I use 3D-Coat because it comes the closest to what I'm looking for in a modern 3D painting app, but it by no means does all of the things I wish it…
this is a fun one. the answer to A_Bs question about the mask borders is yes - applying a more detaild mask is totally possible and not very hard. I did post an example of the maths on here fairly recently The answer to your question depends of what you're trying to achieve in your game. If you need what is basically a 2d…
aside from lighting and materials, one thing about real objects is that they are never quite perfect. like in CG you are usually dealing with mathematically perfect curves, and the total accumulation of all these tiny details is that your eye can tell it's not quite real. So i think it you go through your guitar model and…
The main drawback of asset packs and material libraries is that they cover too small square area like 2x2 m and designed for tiny texel size. Those materials are just flat snapshots, no way to change details distribution or re-composite easily . Also you lose a way to do any conscious art selection what key things to show…
Hi guys and gals! I put together a short summary of video game industry layoffs so far in the year 2013, which countries and cities were most affected, etc. Here's the link: http://www.jonjones.com/2013/08/15/game-layoffs-2013-so-far-by-the-numbers/ And here's the data from the link: I created and maintain an extremely…
hey I know its a bit early this time around but I was just curious anyone hitting to GDC this year? Im gonna try to go. Maybe we could have a polycount meet up or something? hell youtube has it dunno why polycount dosent! EDIT:::: http://www.gdconf.com/?cid=GDC08_CADEX1 Feb 18-22 San Francisco , Moscone CenterHOTELS…
Hi! I'm creating a face rig in Maya for my showreel using a mixture of ARKit's blendshapes and joint based systems! Here's what I have so far. Demo Video: https://youtu.be/A1MzcbM9J4k I am using an asset from Blender's public domain Human Base Meshes v1.4.0 pack as the mesh for my rig. The head model was created by Dan…