Honestly, the best answer I can give you is just test all those methods! Some games will have the attack animation starting with the wind up, and the engine just blends from idle to that pose, which makes it appear to be a fast antic. But, other games will animate it all to give it a more realistic look. Each method has…
I used to be a terrible insomniac, but no longer have any problems in the slightest. First, strenuos exercise will help tremendously. Jogging is really cheap, and doesn't take too long. Try going on a couple mile run every day, and I can almost guarantee that you will sleep better. Another trick that I use is a type of…
After working for about 3 weeks (maybe 30-40 hours) on a Gunslinger Character for my demo reel, I decided to scrap it and start over from the start with a new base model pose. I started with a female this time, since one of my other characters for my reel is female, and it changed it up bit. This is actually the first from…
I decided to start a new thread for this project. My website is old as dirt. It's time to get some new stuff up there. After Darksiders II Ships, I'm going to wipe my old site* (including all the old content) and put up all new stuff starting from the first Darksiders to present. *I might archive it. To help with this, I…
Hey everybody, I just started working on this scene. This is partially meant to be a practice in creating and using modular assets. Not sure yet, but may end up putting this in UDK or something. So I started out with this layout: The idea is to have a high level of detail around this immediate area, but fill the rest of…
I recently wrote a short article for my company's website and I thought I'd share it here for all the newer artists. Here are 5 things I wish I knew when I was started out in the games industry My name is Francis-Xavier Martins, I’m a Principal Artist at Electric Square Games in Brighton. This year marks my 20th year in…
Actually, before I noticed, that story can be 100words, I made a long story. In final submission - there is a short version. But as I don't want to trash a full story - I will post it here, just in case somebody likes the long stories. ) Mergol - the beast. It was almost a lifetime ago, as I was hunting in the North Woods,…
Hey! Just came to give a bit of my 2 cents here, Maybe not the best to give anyone input, I've been freelancing for about 3 months now but still, here I am. I think it will be very hard for an artist without much experience/a student to find much freelancing work right away. Of course if you are actively looking for work…
i think you only need to think in term of output. what you need in the end is - a low poly model with clean topology and uv - a very high poly sculpt with lot of fine detail. - your baked map of albedo / roughness / N / P / height / AO ..... How you get this is your choice, there are no better way than other, it's a matter…
i was going to comment and say the same things Ichil3d, so ill just add to it. Basicly instead of getting all crazy on the rust and stuff. Simply look at the details you already modeled. And now think how you can make them pop by "grounding them" using rust, and ao and that sort of thing. I like to start mine by adding a…