There are a lot of contributing factors in the difference between what you see in game vs. someone's portfolio which people have already mentioned but another huge factor that is often out of the hands of the artist is optimization. Typically a game in development is 100s of gigs of data, thousands and thousands of assets,…
@A.Kincade - Thanks for the kind words. @Frump - Ya, I have thought about some cows and pigs and stuff. Once I get all the major elements in and the props, I may add some animals, maybe even simple characters. I will need to concept some out first, so I guess I'll just worry about that when I get to it. @Pbcrazy - My 2d…
might want to look into http://boards.polycount.net/showthread.php?t=50588 its true that static geometry is less costly than animated characters, however in both cases it's a mix of both (vertex and pixel) costs affecting overall. Generally speaking, yes simple pixel shaders and more tris is possible these days. however…
Introduction Hello! I would like to start off by letting you know I am new to this site and I apologise for anything missing or not proper. I will try my best. Description So, what I am looking for is an artist able to create a "from scratch" original avatar for me for use in VRChat and possibly be able to do revisions for…
RatDog Games is an indie team based out of Massachusetts. A majority of the team works remotely with schedules ranging from part time to full time. The team size ranges between 4-10 people depending on the current needs of the project. We are looking for someone who can maintain our current art style in their own art…
So. I managed to make a material setup that makes grass displace away from the player's character, which is great, but now I have some doubts. The game I'm working on will have some wild life, which is supposed to interact with foliage too. But the displacement method I've implemented is directly fed only one actor's…
The 16 texture cap is a DX9 limit. If you look on the UE4 trello roadmap it looks like they plan to bump up DX11 shaders to a 32 texture limit. Until then, if you can turn off static lighting, you should get back a couple texture samplers. If you use constants for specular/roughness, you get back another texture sampler…
After finding out the job that I was working on the art test above had been filled, I am switching gears for a bit to finish up a personal scene I was making before my last job ended as it's a bit closer to completion. I had been making several forest biome ground-cover plants to push my knowledge of SpeedTree and…
Know where your camera is going to be most of the time, and concentrate your details there. For example in a WW2 shooter you piss away most of your details, both polygons and textures around the ground floor. On an RTS game with the camera above most of the time you work from a top down detail - get those roofs and upper…
I've finished the first draft. Only problem is that it's currently 200 words over the limit. Yikes! Gonna have to edit and cut this down a bit. What do you think? Do you like it thus far? Feedback appreciated! (Had to cut Vayne from the story for the sake of time and making it streamlined.) PROJECT: HUNT “Shit.” Vi gazed…