looks cool, but having everythign be uniquely unwrapped like the way it is now, isnt really how AAA games handle most of their environment work. 99% of this could be done with tiling textures and trim sheets. you would get more detail and better texture resolution and you would be able to re-use a them a bunch of times,…
That definitely looks like art. Congrats on hiring an artist and not a carpenter or a truck. I'm not sure what you're looking for here, and I really don't think it is appropriate for an employer to post an employee's work looking for "honest feedback." Here's some honest feedback, but not what you were looking for, I'd…
Thanks for the answers guys. @musashidan Idk if I got it right on this text, but this means that having the same texture is kind of a gain because it will be faster to render the same material but this also means that the models instead of rendering entirely, they will be gradually be rendering sorted by materials. My…
I have a small group of friends all of which work in the game industry where we make small games in our spare time. When we decided it would be cool to try and maybe sell them on ios or put them on FB the companies we work for were like lol nice try. However we all work for social games companies so it could be a little…
These days, most AAA games will switch to bevelling edges, at lowest setting and using weighted normals. One of the games where you see this is obviously is Alien Isolation. Honestly bevelled edges increase polycount by same amount as making hard edges wherever there is a sharp edge in order to capture round detail. So, by…
Just because there are other Spalding branded assets in those marketplaces doesn't make it legal for you to sell one. Spalding could still come after you if they want, although it's very unlikely. In AAA games, keeping clear of copyright issues has become much more intensive over the years. Often a studio will need to put…
I work for a company that is involved in military applications and simulators. Depending on the company, working with sims/serious games is basicly the same as regular game development. Sims often have a bigger emphasis on function rather than visual presentation thus you get less resources(time, tools and team members).…
Yeah, after complaining for the longest time about hard edge subD modeling (and the growing gap between subD and hard edge sculpting/dynamesh boolean) and now being a veteran at it, I kind of stopped complaining because usually with mechanical stuff you are rewarded with very instanced/mirrored items. Stuff that can be…
pretty much this. I remember getting invites for 3D Coat alphas from an Ukrainian coworker and it took years before 3D Coat appeared on the radar as serious production tool, which was considered stable and feature rich enough to warrant spending money and training on. Smaller tools like e.g. Knald or Crazybump arrive…
@Eric Chadwick Thanks, updated! @czepta Thanks, will sort out if I can upload at a higher resolution. @Dan Powell Thank you! It's getting increasingly more difficult to breakdown scenes like that. With AAA games now requiring 100's to 1000's of people to create them, it's an incredibly collaborative endeavor. I added some…