Mentioned this on IRC but I'll repost it here for some permanence: For the docs, have a way to also go to a wiki website for the nodes, so people can like share tips'n'tricks for using them: i.e. fresnel for water, here are some common examples here's how to make a simple cel-shader, etc. I'm sure there are examples to be…
Rule number one! Don't say this: Then follow it with this: Let's be honest here - unless you know anything about programming for your target platform, you are not in a position to say whether or not what you want to do for said target platform is difficult (or even possible) to achieve. Knowing is half the battle - because…
Well, since you'll be creating art assets all day for real-time renders it doesn't hurt to have some basic knowledge of setting it up in an actual game engine, and it's pretty straight forward for static objects. (Basically importing the model, building a nice composition, hooking up your textures/materials, and light it.)…
Your interiors are nice, though the only external shots I'm seeing come across a little wonky. I'd recommend working on some more practically applicable projects if you'd like to work in games. More real-time projects. Perhaps, also, something a little more... Exciting? Some of these are nice, but they're not really…
I recently made the switch to Modo from 3dsmax. I've a couple months in and I'm fairly happy. It helped that one of my co-workers made the transition before me so I had someone I could ask when I was stumped on workflow. The biggest reason I changed was out of frustration with autodesk and 3dsmax. Autodesk hasn't seemed…
In response to @Stinger88 That's because I don't think I need to talk about a specific genre or game type. I'm talking about the emotion the developer wants to elicit from the player and that is a broad range of applicable games, almost every game that isn't purely mechanically focused I would say. Perhaps I should say…
Well, there's really no right answer to this kind of question, you just never know what's going to get you in the door. But it's different for every company you apply for. If the company that's hiring at the time needs someone to make buildings, then yes, obviously focusing on that would have seemed a great descision, it's…
Skanker: I think its easy to get too caught up in defining what the rights are for us each to be allowed to say we shipped a game. I mean, think of the dozens of people who all worked on Duke Nukem Forever? :) I know what you are trying to say, and I think I agree with you but I think we need to consider how many people…
Dear Greever, This is now the second thread in which you're presenting as fact your inaccurate opinion about a topic which you are wholly unqualified and under informed to speak on. You're neither technically correct, nor correct in speaking out about it in such a manner. I'm going to keep this short because I don't want…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…