The most obvious problem is gameplay. All lines of sight for the player in a curved level like that are very short, and this would have some serious impact on gameplay. You have to take into account a large range of weapons, from rocket launchers to sniper rifles and so you need to have a good variety between long and…
This is a good read, and i agree that to be successful you do need a balance life. Too much of something and you loose sight of it and perspective, and your creativity diminishes. Maybe that is why people often find themselves at a roadblock and want help finding that motivation again. I've heard lots of people say they've…
If I might add my 2 cents here, as a level designer I really understand your concerns. Since the past 10 years the line between Level Design and Level Art became completely blurry, and every studio has a different understanding at what each one is supposed to do. I'm still in a somewhat-junior position so everything I say…
keep working hard man, and if you really push yourself you will eventually get there! In my opinion, the "trick" to getting a job is really all about making yourself a better artist in the shortest amount of time possible. Of course, you need to crank out hours and hours of work everyday, but really making the best of that…
Hey chilemang! You still seem to have that flashing geometry in the first scene's wireframe... The house's lighting is looking way better! Don't kill me but, now when you end the house's last shot we are pulled away enough to really bring focus to the ground texture and it's pretty crappy in comparison to the beautiful…
ok, first off ; I am not a card game art director, but I am trying to get some work in the same industry. So just my 2 cents. I think the best thing going on in your piece is the detailing, you have some nifty amount of details going on and that's a great, shows that you are into making detailed stuff, those knees are very…
I would think you should save dynamesh until you're comfortable with the basics, but that's just my two cents. I personally usually only worry about dynamesh stuff if I need to add brand new shapes that the original form can't support, like pulling out a body after starting with a head. One of the first rules when you're…
That's because photos are often the quickest and best way. Just find a good photo and paint an alpha for it. http://cgtextures.com/ You're using 3ds Max right? Particles work great for this, just distribute them on selected vertices of the ends of your branches. For example:…
I just chewed my way trough a 12 month 3DMax crash course so I think I'll add my 2 cents. I did not spend any time at a collage since it was just a school, I spend nearly all my time modelling making every mistake a rooky could possibly make, but learning in the progress. That was if I wasn't travelling because the buss…
Maybe this can help with your spec map in the metal areas: http://www.iddevnet.com/quake4/ArtReference_SpecularMaps but in my humble opinion, I think go back to your diffuse and work on it a little more, try to add a metal overlay to help sell it for the metal parts. for plastic, well.. not sure if there's much to do on…