So far, the project is coming along pretty good considering we don't have models. I figured that while things were going slow on our end, the least I could do is set up the story and get some feedback on it. What we have is pretty much in stone, but the parts not yet worked on are still open for debate if you have any…
site looks good. the scenes look very sterile. The textures look very flat and it looks like your GI is just washing out whatever bump you have on anything. If you have bump on the stuff... It' difficult to get a true sense of scale with anything in the scenes... I can kinda tell how big things are supposed to be by…
My first MMO that I got addicted to was Ragnarok Online, didnt know any better plus friends were playing it. It definitely is a grind fest, but if you have made some good friends its quite a fun socializing tool and shopping from personal-vendors on the streets of prontera was very fun, looking for bargains and praying for…
I dunno man, I think doing art right now could actually be a really good idea. Obviously you want to have a solid artistic style and some concepts done before starting, but focusing purely on concept, game design and programming is something more for a programmer/ designer to do. You gotta realize that as a 3d artist…
beat it about an hour ago: want to give it a more sound critique/commentary later, but cliffnotes first The game definitely caught its stride moreso towards the end when you had unlocked all your abilities, were given a decent selection of weapons, and were thrown into environments with a larger and diverse group of…
Actually I think the realistic answer is more along the lines of "We don't have enough information about what the job/company actually requires, so hiring a candidate for a random "environment artist" position is open to so many variables, the only advice we can offer is from personal experience and by god most of the…
How to approach the modeling really depends on what the model will be used for and the technical limitations. Two common methods for creating tracks are: Model a continuous band that matches the shape of the tracks and use animated textures to simulate track link movement. Instance an individual track link or track link…
Oh man. Good topic. Note: I used to work at Bioware. I haven't been there in over 2 years. I do NOT speak for the company in any way. These are just my personal thoughts and assumptions based on my time there. So, I've seen a ton of clips from ME:A showing the bad animation, and I can honestly say that very little of it…
Is this on a daily basis, or just during crunch? In my experience, I've always had a list of things to do throughout my projects. I pluck away at the list each day. Most items have a time estimate. As long as I am getting them done in accordance to that time estimate, I don't sweat leaving after my 8 hours. If it comes to…