I've been called once or twice on my private number, which I list on my site. But the overwhelming amount of recruiter calls go to my work line, which I don't list anywhere.
Beautiful work man! Perfect amount of damage and wear. I also like the transition of detail (you didn't make it all small details or all big details). Can't wait to see where this goes!
Most here from AiP went for animation so I can't say much about the game art course but a good amount of them here said they really enjoyed the animation course and that it was pretty solid
I tried out the demo today and it was absolutely beautiful! I love the artwork. Sometimes it was hard to believe the amount of triangles that were visible in wireframe when your close up to something. Good performance too!
Seems like for the amount of experience you have, you should have a lot more work. I would dig up some more screenshots and enrich it a bit, even if you don't think it's great.
Thanks. The front part of the saw has to be a separate high poly mesh because of the high amount of detail on that grill part. After extruding and cutting the front part I optimized it back down to med poly.
Hello all Was wondering what your ideas/techniques are for creating natural boundaries for terrain. Is it good practice to just add a small amount of terrain along the boundaries I want closed rather than modelling with smaller heightmaps directly onto the terrainmap ?
Sorry if this has been asked before, but in recent day it seems Game-Artist.net servers have been down for some amount of days..coincidence that's it is running parallel with PS3 network's hack? Is someone out there harbouring a hatred for all things game related ? :poly122:
Oh hello! Kinda newish to the Polycount scene but wanted to give this a go since a fair amount of my coworkers were doing this. Here are some of my sketches/3d sketches. I'll upload some drawings later this weekend. So much work to do :poly142:
An asset I created on my free time. Please any critiques are welcomed and encouraged. Going for a low poly asset that can be adjusted to any amount of stories high or low. Modeled in Maya and Rendered in Substance Painter 2. https://www.artstation.com/artwork/Q603d