I like that you have a targeted portfolio - it's obvious what studio you're trying to get a job at, and your work is catered for that. It's a good strategy. Demo reel was actually pretty interesting at some points. It definitely needs to be 2x the resolution though.
omtoolbox: http://jakob.welner.dk/omtwiki/index.php/Main_Page got a nice connect tool i got a few nice tools but their at my work machine so i guess it has to wait til monday.. Target weld, detach to name some
Yep. If you know your target size for the intended usage/asset, you can export at 4k, downsize, and import at that resolution. But ideally a size above and be fine to avoid that very issue and have some sort of buffer if you ever need to upscale.
No it isn't like that. It means that the baker and the target renderer uses the same tangent basis. Modern game engines uses Mikk tangent space. Xnormal and Substance tools bakes for Mikk so if you bake in either of those, it should be all good.
Perhaps this could be done by transferring the highest subd over without layers, then letting the software recreate the lower levels and by getting the layer data across separately via baked displacement maps and applying them each on a fresh layer in the target software?
Triangles are totally ok on a lowpoly mesh. Try the target weld tool if there is. I'm not a maya user, so I don't really know. When I searched about it, I found that there isn't. But some other results was saying that there is. Try to search it :)
Getting furthur in. Still loads of work, have been learning a new (for me) non destructive workflow in Z-B, using a combination of layers and morph targets. Lower jaw still needs some work, as do the eyes and temple area.
*UPDATE* I just finished working on my targeting system, you can now lock on your enemies and toggle between them. Next thing on my list, dodging and wall running. As always I'll keep you updated. :smile:
a quick google found me this image which has the specs written on it. Really it just depends on your game and which devices you are targeting, the latest devices can handle much higher poly characters than this and still run smooth.
Thank you. I'd personally prefer to work on games as an environment or prop modeler but being an entry level artist I'm open to anything. As of now I have a lot of dream studios but I'm not really targeting any specific studio as of now.