So maybe the answer would be to focus such comps more on game'art', than game'assets'. Like, doing something meaningful but keeping it within the specs of game art as a limitation and as a powerful medium. Like a visual prototyping for a possible indie game...
I used to hang in Gamesnet's #models, which was larger just counter-strike oriented. I lost my liking of CS after b5.5 (until CSS), so I came to check out Polycount's IRC room. I haven't been there in some time now, though.
Multiplayer was back up for me in the US yesterday, I tested it out with cross-platform, cross-globe multiplayer coop on Portal2. Still no sign of the PSN store though :( Some work buddies of mine and I had a game jam to make a game that's a parody of this whole mishap. GamesNet Crisis! Check it out and let me know what…
Could I trouble you guys to complete a questionnaire based on game asset creation? This questionnaire is the basis of my final year dissertation. I have designed it so there is no need to talk about actual work projects and breach any NDAs! It is more about you as an artist and your opinion on optimisation techniques.…
Here are all the 3D / game art related subreddits I know of, so probably one or more of them will be what you're looking for (I searched on Reddit and found them all about half a year ago, so some new ones may have appeared since): https://www.reddit.com/r/3DArt_Tutorial https://www.reddit.com/r/3DArtist…
K, I'm going to answer this myself in case anyone else needs to know. This question of tagging came up when working in a team environment where I was unable to tag other artists' assets. Here's what I can tell from my bit of detective work: If you are working by yourself, tagging works fine. As you create something, a note…