in my experience, when going through applications, it pretty much goes like this : - look at portfolio - like portfolio? Quickly check cv - check for experience in the preferred main 3d packages (usually max/maya) - check location, note any potential issues for relocation, visas etc * - check if currently employed or…
@Rubus I'm not quite sure you'd want to go for the "Crypt Maiden" angle. It kinda depends on what you're gonna wind up doing with what you've got, but "Crypt Maiden" sounds almost Death Prophet-ish. Assassins don't really spend much time in crypts, usually. They send their victims there, but that's usually where the…
I find with lighting that I start with just a skylight while I'm building. Once I'm finished making everything I go into lighting detail mode in UDK and drop the skylight down to 0.02 or so (If its an exterior scene usually I just delete it and replace with a dominant directional). I then would put all my lights in where…
My general life advice is don't ever take debt for art education, worst life decision of 99% of the people who do (always some exceptions). Gnomon is good, but not good enough for the price it charges. The premium they have to charge students for their BFA after having to go through all the legal hoops to get their program…
Mobile games usually can't handle the performance requirements of real-time reflections. The glass reflection is usually done by rendering the scene a 2nd time, storing that in a new texture, and mapping it in screen space back onto the glass. The extra rendering slows things down, and the new texture hogs memory. You can…
I've done a bunch of giant scale environments for both work and private and usually you will want to work with some human model nearby to always be able to compare how things will look next to him. There are a lot of guidelines you can follow to recreate massive environments but you could just go and check some concept art…
Yeah it could probably be a decent base mesh. Things you could improve: - edge loop termination on the forehead could be a bit cleaner (it's not that bad though). Same applies to the cheeks. You've got 5 edges converging into one vertex. That usually doesn't work that good during sculpting. - don't leave open edges for…
I would recommend to look over the overall headshape. The face is too thin,and the scalp shape is off. I think the nose is slightly too large, and the creases on the bridge of the nose are too sharp. The eye shape could be revisited also, she has quite a lot of pictures with black lenses, so maybe if you color the…
Ok very interested in this! This seems like the perfect course for me. What are the course requirments for mature students, I am 22 which is usually classed as mature in UK. I have done media courses and have national diploma in game design, now looking to go to university for game art. My GCSE's seem to hold me back,…
What is the problem exactly? You don't really specify... Is it actually importing at all? Does it import but screw up your vertex order (faces flying off everywhere when you subdivide)? I've found that with Max you have to be reaaaalllllly careful about the import/export settings you use, and what you do with the mesh…