Great points Snader. I agree with everything you say. I'm a firm believer of finding that balance to make a memorable character. For instance, 'commander vanderhuge'. His outfit is very functional and aesthetically pleasing. My main issue with him is that if you put him into a group with his men, you will lose him in the…
So I finally got around to organizing my brushes today. It took me about 10 hours but I have everything sorted now and I thought I would share it. There are approximately 170 brushes total. A lot of the Photoshop Brushes I use are from this thread, Adonihs, MightyPeas, and Racers brushes to name a few. I even have a few…
I have a friend who now works at Bungie. He worked at some smaller game studios and kept applying. His work continued to get better and eventually he got a job there. That process took some time. About 7-8 years total. The length of time it takes is more a personal thing. What is your life like? Do you have kids or any…
Finished Entrants (eligible for 1st–3rd place): * 1st The Freelancer – Alexander This character model is a clear standout. It demonstrates a
comprehensive and well-structured development process, fulfilling the requested
breakdown with exceptional clarity. Each individual component reflects a high
degree of intentionality,…
Heres a crosspost from the workshop thread (I don't know if you go there often) A little tip on how to optimize the eye a bit. You should connect the edges like the example below instead of collapsing the edges to one point. It will make it easier on the engine to read lighting information as well as reduce the number of…
Hi Buzz, Great stuff looks very promising. Can't wait to try out some new things. For some reason you're example file crashes (BCORE_EXAMPLE.tmd). Was there a new fix? I'm also also curious how to setup the baking of the textures. Is it something similair Wenda showed in his tutorial? Can you perhaps include a new example…
I've found it to vary between company and company. For example a prop artist might create prop after prop where as an environmental artist might be responsible for assembling the props in the scene, handling the lighting, etc. In other companies, lighting for example falls under technical artists and environment artists…
@Alex_J Thank you very much for your quick response! True, grouping by type can be considered redundant given that the computer is already good at doing this on its own. However, grouping by “use” does make some sense. Rather than use, the appropriate word would be category. We can create models that we usually find in…
On top of what EarthQuake said, some game engines have a tough time with open, or non "airtight" meshes. If you're making a mesh that casts real time stencil shadows for example, there could be big issues. If floating geo is not an issue with the particular engine you're using, under certain circumstances it can be more…