Related to the knee-high fence...magically locked doors...you know...the flimsy wooden door that looks like it would instantly turn to dust if you just so much as look at it, but you still cannot get past until you eradicated a whole crime syndicate, got rid of corruption in the watch, catched a spy and exterminated not…
My background is in 3D, but i've mostly been acting as a media designer and would like to find an entry level job within San Francisco (notoriously hard as it is) So my question is what is the freshest content that people who review demo reels/portfolios find interesting. I assume Orcs, space marines and sci-fi corridors…
This is the eternal problem - either you go the sculpted/baked/normalmap/displacement route - in which case there is always a danger that it will look a little flat and unnatural from certain angles and when examined closely. Or you go the mesh/geometry route in which case you will end up with something very high poly and…
I think it's very simple. Stop applying for jobs with companies that are known to be run by gaping assholes EA and Activision, a few others). That'll sort out the way they treat their staff fairly quickly. These layoffs aren't down to any recession, it's just greed. They hire by the hundreds because they insist on working…
A game that has every other game in it, so that when you are driving around and come to a football stadium, you can go in a play fifa on the pitch and at the same time someone else can be a sniper and be shooting the players and the music being played in the background is being composed by people playing rockband and then…
I know someone made a 'dragon bone weapons' mod a while ago but it was just retextures of orc weapons. I decided to design, model, texture, and import original weapons of my own. I did this with 2 goals in mind: 1 - to make Dragon Bone smithing worth spending the perk point and 2 - to make something that fits as seamlessly…
Hey polycount! This is a character I created for my FYP at university. Though its one of my best models, I want to rework it from the high poly model and try to create a character model (hopefully) worthy of being my first portfolio piece. So Im looking to the people at polycount for guidance on getting it up to…
Kind of like what was stated before, I think when people think that there is too much detail in games nowadays they forget that the mindset of the the ambitious game artist who is hungry to create hi-res, detailed models and textures is a whole different world than that of a gamer or designer who primarily likes gameplay.…
nightmare indeed. fortunately, there's no copyright bullshit on creating "derivative work" of military vehicles. what happened to "imitation is the sincerest form of flattery" ? oh, and if copyright exerted their claws on the music industry, 100% of hip hop wouldn't exist. all the artwork of movie stars? gone. this? gone.…
My main critique is The Last Mana scene. The lighting is way too dark. Everything in front of the camera is just black silhouette. If that's what you were going for then fine, but it's not really showing off much of your work. Adjust the harsh lighting, it may be as simple as changing how dark your shadows are, I don't…