why do i have to click back to view more images from the same asset, why can't it all be on one page? this prevents me from opening stuff in a new tab, and also from linking people to specific pieces easily. why do the images load in a window that isn't big enough for them and makes everything look blurry, and then i have…
A 3d artist job is a job where you work with people. With people. Not against them. So if the attitude is, "how can i get mine and get away unscathed?" you will not be a popular person. If the attitude is, "how can I help the team the most?" then you are going to be a popular person. Listen, I've worked in a number of…
Usually I'm in favor of a slight increase in poly count (maybe up to 10-15% for a prop more for architecture) if it can save me space, memory, and time in texturing. Even compressed, textures are nearly always more memory heavy than models. As an example, a model I made recently for work had about 20,000 tris and used a…
Why do you have to choose? Pick both! Just focus a little bit more on one than another. If you will go freelance route, this will make you stand out I believe. I am professional animator who is switching to an environment art. Art is WAY harder than doing animation for me. I can only speak for myself, but learning…
Hell no dude. I'm gonna fix this shit. I gotta learn that I'm not perfect. I know you're taking time out of your day to show me what I'm doing wrong, and, as a "student" I need to appreciate that. Although it'll take a little while longer, I'll go back and fix those things. For the objects being molded together, there are…
Well, main issue that I see here is that you're trying to sell a very small number of individual assets man. It's too random. Most devs aren't looking for a single texture or a tree, they are looking for a set that will be enough to cover at least one scene or a level. One person's stylized assets usually aren't…
1. You wouldn't do that by changing the vertex color data at runtime, but by creating a custom vertex shader. Typically shadows are computed into texture maps instead of vertex attributes, because vertices are usually too far apart to make the shadow look good. I suppose it could be possible in theory, but it would be like…
hmm. Well bloom and lensflare are artifacts of the optics being used to observe the scene, so they'd still be a thing depending on what you're looking through. :) Also, remember the visibility of a lightsource does diminish with distance, even without any blocking medium. The whole inverse square distance energy…
will also add that linearizing sRGB textures in Photoshop will reduce the quality of your textures! It's all around a bad idea. Not necessarily true. Rather, you need absolutely 16bit minimum to have no visible banding and data-loss for linear sRGB. For the OP. It could be worth it to take a linear icc profile(Elle Stone…
is your current series up to 13 in the title, but having 15 other titles sharing the same name but without sequential numbers? did said series only have one direct sequel that was met with lukewarm reaction? has a game in said series, several numbers back recently produced 2 prequels, one movie, one sequel game to the…