Best way for a self-taught Blender/Maya modeler to get into the industry? Your first step is to define what you mean by "the industry". It's an global term that means pretty much nothing ... Do you want to : Create realtime game art ? Do digital sculpts and nothing else ? Create assets for pre-rendered cinematics ? Once…
Man this is some of the best enviro work I've ever seen. The forest shots could easily rival stuff people are putting together for arch-viz scenes, and you're doing it for realtime! Would you mind posting your diffuse maps for your leaf/branch textures on your tall trees? You seem to get some great variation but it's…
Games are getting more and more eye-candy nowadays. General picture holds pretty well usually, it's little details (sharp edge or blurry texture here, lack of contact shadow or proper antialiasing there) that give it away. What game engines usually lack is soft area shadows, accurate GI & ambient occlusion (that is not…
I work for a company that is involved in military applications and simulators. Depending on the company, working with sims/serious games is basicly the same as regular game development. Sims often have a bigger emphasis on function rather than visual presentation thus you get less resources(time, tools and team members).…
CHARACTER DESIGN FINAL LOOK Final TRAD cartoon render look with hairstyle and cloths. The cloths and hairs are dynamic. The Iclone 6 cartoon shader is also wonderful . HAIRS>>> The hair mesh are created and rigged inside blender then animated with spring effect inside Iclone 6. The hair mesh is using iclone's displacement…
Good tips and useful page- thanks for that. I guess in an ideal world I wouldn't need those scripts as a lot of them merely add what amounts to sticky buttons to useful actions. Copy and move, for example is useful but odd that the package needs it. A lot of the faff I noticed seemed to come down to the movement and select…
> say i wanna prepare my models to be rendered in Unity, what do i use, and can anyone point me to the correct tutorials for this purpose.? Unity is it's own application/engine. To render a realtime model in Unity, you will have to export your game-ready mesh out of Maya, and import it into Unity. You will also have to…
seems like a good idea for the amount of content you have. keep in mind what people have said about showing your unwraps and wires for realtime assets. maybe 3 links from the front page (env/char/2d) which have your work there so the user can just scroll through your content without clicking a metric fuckton of buttons.…
On the front page, it looks like you only have one finished artwork. I just thought the picture didn't load all the way for a while. Might want to get creative on fixing that. Maybe seperate project pages, or categories? Also, if you're going for realtime jobs you want to use an Engine or Toolbag 2. Vray/Keyshot don't show…
I'm with the general sentiment here, do what you really enjoy doing however if time permits as ToffeeApple commented, try your hand at making a few enviro scenes and see how you go. EDIT: Also remember when it comes time to apply for roles, showcase your folio content 'in-engine' this will then enable HR/Recruiting to pin…