I'm flying into Vancouver on the 27th after Adapt and will be around for a few days visiting friends, would be awesome to have a Polycount meet up while I'm around.
http://www.gamecareerguide.com/features/1108/game_developer_salary_survey_2012.php According to that survey, conducted by Gamasutra, the average salary for an artist with less than 3 years of experience is $46,221. Keep in mind that they are surveying people from wildly different areas of the country. $46k in San Francisco…
I think I'll leave it like this for now and then compare it to other props and enviroment things when i have a few of those I have the feeling that it is getting a little bit to realistic have to make some more things to compare 4348 tris total T:270 tris I: 62 tris L: 110 tris U: 136 tris they all have the same texture…
@ Kend - Sculpt turned out great man! I would redo the topology of the eye you really want loops flowing around the eye similar to how you have the mouth. As for your questions: 1. You don't really have to sculpt it, but some detail in the iris can look better. Take a look at these tutorials for a good setup:…
Hi guys, Thanks for this thread ;-) My name is Aurelien Charrier, CEO at nukeygara, the french company developing akeytsu, this brand new 3D software dedicated solely to character animation and rigging. akeytsu is really different from other standard CG packages. It is the perfect anim tool for videogame community: easy,…
First time ever using photoshop. December 27th 2004 adobe elements. Second oldest saved skin I have.march 14th 2005 adobe elements(i went under the alias halo and put a lens falre in my name, hah)
You can turn off the gradient in the document settings (and also tweak it some). And I think this is how you change what it starts up as. http://www.subdivisionmodeling.com/forums/showthread.php?p=27804#post27804
argh, it's getting hard to stay focused and go for speed, I've been spending too much time fiddling with this I'm going to focus on something I planned to do this Monday but I didn't get around to, creating speed models that will all go into a single scene. My goal for Monday the 27th is to have a complete alchemists lab
Three times. Michigan to Connecticut in 1980. Michigan to Wisconsin in 1993. Wisconsin to Texas in 1997. I didn't move when I changed jobs here in Dallas four years ago and am very near my "commute tolerance" limit. Roughly 30 years since I started working on games. 27.5 if you count when I took my first full time…
I have Scott Spencer's book on Zbrush. It's really good. [ame]http://www.amazon.co.uk/ZBrush-Character-Creation-Advanced-Sculpting/dp/047024996X/ref=pd_sim_b_1/276-1761556-4738965[/ame] I'll take a look at the one you recommended as well.