On the front page, it looks like you only have one finished artwork. I just thought the picture didn't load all the way for a while. Might want to get creative on fixing that. Maybe seperate project pages, or categories? Also, if you're going for realtime jobs you want to use an Engine or Toolbag 2. Vray/Keyshot don't show…
There is no typical count, totally depends on your particular target. 8000 sounds great for MMO use. You'll likely have LODs too, to handle crowds of players & NPCs. Usually character clothing means removing any skin underneath. But if you allow the player to heavily customize the character (like most MMOs) then you need…
if u r planning to do a DM map then i would say your layout is still unfinished. It is hard to judge the map layout if u dont have all the gameplay in it including pickups, bots etc. Making a rough lighting (only gameplay related features for now) would help as well. I'd say u could first finish up the layout, make it…
Well we use HeroEngine and our teams can all work on the same stuff at the same time... it makes undo interesting, to say the least. I'd imagine something like that could be done for 3d apps, but it'd be very, very difficult- they aren't really built to be able to do stuff like that and I can't imagine what you would need…
Indeed it is. You can make global changes by finding the post process chain (just search for it in the content browser) and adjusting the AO node. Lots of control including intensity and fade distances. Well, you're seeing a few things there. The reason the wall looks as if it has so much AO is because Lightmass also bakes…
I'm not sure I understand what the difference between method 1 (decals) and 3 (polygons) is? If you're going to be close, and it's not something simple, like a tiling line, use decals (polygons for the lines). Give them a chipped paint alpha, and lay them out however you like. Alternate methods I can think of: 1) 1 giant…
That's a definate improvement, it looks more realistic from a texturing standpoint, also theres some nice details in the back. And as for your question, I wouldn't use tileables on props, just buildings like this. Tileables should work for pretty much all architecture you are doing, but it requires more texture memory to…
Why dont you try 3d to 2d work flow .You could set up a camera as you like it use preexisting speedtree model render it with alpha if the tree has a good silhouette its going to work just fine after that you could apply any number to filters to turn in to more painterly look if that's what you are after , no painting…
Because clean (or, clean enough) UVs are just as important as clean enough geo. If you believe that the process is is a pain in the ass, then that just means that you haven't yet gotten used to creating your geo while thinking about your UVs all at the same time. If you do, all your seams will be planned and placed as the…
There's a lot in the comments that suggests that that program with an outrageous subscription price is a scam and the models are being made by actual artists. Though wth regards to stability for 3D artists, I am thinking it comes down to what you do in the studio and how creative your work is. In AAA for instance from my…