There's a lot Substance can do that Quixel can't. Substance is much better suited to make tiling textures, creating vfx type textures, creating and using textures beyond the basic PBR albedo/roughness/normal/etc. It's definitely more of the tech artist tool if that's your goal or interest. Better for rapid iteration across…
Yeah I think getting into the development side of the games industry is slightly more tricky as Junior artist is the entry level position with the level of competition for those jobs and due to the fact you need to showcase your skills right off the bat you really need to hit the ground running. Whereas with VFX you can…
in vfx most of the time u will have less ownership of the work you do and the work seems alot more specialized. For instance, that cg bear you fell in love working on, you will have to let go of it at some point and let a bunch of other people work on it. Your demoreel will be like the same as your co-worker s. In games,…
I wish I could get past the technical crap and just have fun. Im only 17 and im still studying anatomy like a fuckton. I have quite a history with weapon modeling so I should be good with anything hard surface, but ultimately anatomy will help me organically I however keep my DA updated with stuff dating back to 2008, so I…
Yea I thought it was amazing!!!!!! My grandad died of alzheimers recently so it hit me pretty hard at times but the story and VFX were outstanding. One moment absolutely had my jaw dropped haha, wasnt expecting it in the slightest and it was so awesome haha (people who saw it will know, no spoilers from me ;) ). We had…
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a few fellow students back in the uni days did that usually going over the UV with pencils or aquarel colors. But only crispy stuff looked good like Ink, pencil and such. Water based techniques sucked because they were blurred or cut off at UV borders and at the seams. At first thought you were aiming at camera mapping…
For VFX assets a lot of the final look will come from the shading and texture work. So extensive use of displacement map painting, a lot of custom mask maps, procedural maps in the shader, Udims for very high-res textures, and complex multi-layered blended shaders. Modeling would be dense polymodeling with perhaps render…
seforin , you seem to have a real downer on outsourcers/freelancers. lots of freelance work is outsourced to production companies this days or smaller quality operations, so imagining that somehow this is all the fault of outsourcing is just plain silly. work has always been outsourced to some degree anyway and speaking as…
Hello, I am a recent grad with a Batchelors degree in Vfx. My specialties include character and creature modeling as well as character Rigging. I also have experience working in the game industry. You can see examples of my work as well as my reel at robgarcia3d.com. If you are interested I can also send you my resume as…