Quick pass, if not too late: ========================================= Dear lovely HR staff, I am writing to express my interest in your recently advertised "Art Department Intern" position. My cumulative years as a multi-role game artist on both large, intensive student game development teams, and professional studios,…
Something like a Dota character I would combine everything into one mesh unless it was armor that wouldn't deform. Something like a cinematic character I would have lots of separate pieces. Don't bother deleting backfaces unless you need to reduce draw calls or you'll really never see them. If the straps look like they're…
That's what i call time traveling :) and actually this feature is pretty cool. But since people use other more natural sculpting methods it was abandoned i guess. This is also available in other applications. Houdini has such tool, cinema4d, max (although very crappy, blobMesh)... (i'm not sure about maya or xsi but…
[ QUOTE ] When and if I get permission to upload some of my own artwork, you'll see the level of detail some of the character faces have. [/ QUOTE ] Awesome man, I can't wait to see some of the sculpts for these characters. As far as the comments above, I don't think any resources seem wasted. The venues usually have 4…
that tip about using different rigs/skinning setups on the same character is interesting. do you swap out these models ingame from one frame to the next - does the mesh itself have to be swapped out or is only the skinning information replaced? as long as artists are not allowed to use corrective morphs, this seems to be a…
[ QUOTE ] Riven Phoenix human figure drawing is worth a look. He teaches how to invent the human form so you can record the structure in your mind: http://the-structure-of-man.blogspot.com/ You can watch the lessons on youtube. [/ QUOTE ] I second this. Videos (these or others) are very good if you need something…
There is one way to do this for deformable meshes... I wonder if this is what they're doing? Generate some low-res cubemaps at various positions in the scene, then give each one a volume it can affect. Project these cubes onto the model, so as the model moves through the scene, it transitions from cube to cube. Next,…
It's kind of a broad question, so I'll answer the best I can. The biggest difference from other games is unpredictability. If there are 1000 players on a server, a lot of them can show up in the same place at the same time. That means that, in general, MMO's have tighter art restrictions than other titles on the same…
Okay, quick test. EDIT: updated image to no longer use point lights, which don't work correctly in UDK. FROM LEFT TO RIGHT: Skeletal mesh dynamically lit. Skeletal mesh with Light Environment. Static Mesh with 256 baked lightmap. Static Mesh unbaked with preview lighting. Rendering of Skeletal meshes does not appear to…
So I got vacation now and finally want to push my art skills. I have not done much 2D art yet since I were very obsessed by 3D art and now I feel like I can't (or don't want) improve my 3D because I just lack the basics of 2D. I stopped my attempts at doing any 3D art till I am finally happy with my 2D skills. There are…