THE MANTRA for freelance... Good and fast isn't cheap Cheap and good isn't fast Fast and cheap isn't good Or something to that effect. As for the original question, the character without the head I'd say 4-6 weeks factoring in feedback loops, for the head/hair/beard etc... 2-4 weeks depending on complexity and if it needs…
Hey everyone, This was a personal project I took on to expand my portfolio. I was informed entry level positions at bigger companies typically aren't filled by artists that have a lot of fully fleshed out characters and amazing castles or dragons in every project and that I needed to do something more basic. So, I decided…
**UPDATE** (new discussion starts at page 3) How long would it take you to create this prop? 1. high res 2. low res 3. textures polynaut - 2-3 days ysalex - 4-5 days **ORIGINAL POST** Just out of curiosity, how many hours would a prop like this take you to create? 1. high res 2. low res 3. textures polynaut - 2 days ysalex…
WWSDAF, (Majors latest brain child) with LWTC present: [ QUOTE ] Learn To Float Game Workforce Education Conference at LWTC 6/9/05 Swimming successfully in the active and ever-rising waters of the regional game industry requires first-hand insight into the shape and depth of the pool. Attendees on Thursday June 9 at Lake…
Hi Polycount :) I've been brooding on this for a while, can't find anything helpful on Google and set up my own tests... Main question: What is heavier performance wise, using multiple tiling textures or tiling planes with a texture atlas? I will try to explain both methods: 1. For 6 walls (subdivided planes) I use 1 atlas…
It isn't just that you need to be good enough in 6 months. You need to get to that level, and then spend 6 - 12 months on a portfolio producing that quality art. Getting to a certain level is one thing, you might know how good you are, but no employer will believe it until you have a portfolio full of pieces at that…
So here's the issue guys, 1.I have sculpted my creature in Zbrush (I started in Zbrush with Dynamesh) 2.Retopologized by taking the lowest subdivision and further edited it using Maya's new retopology tools 3.UV'ed it 4.Gone back to my Ztool and exported subdivision 5 of 6 as .OBJ to maya 5.Used transferred attributes to…
Hi, first of all , I do not want to transfer details to a extremely lowpoly mesh... (because I do not to finish my model... I just want to transfer details to another mesh just to reduce the amount of polygons and continue sculpting) . For continue Scultping.... I am on subdivision number 6 , near 40 millions of poligons.…
my guess to the above request: Seems like a "art-test" or some variation, 6 month(probation) timed trial & this maybe wasn't supposed to be posted? Some parts seem very busy with the edges where they might not be needed otherwise this is pretty sharp looking so other than what i mention as a possible issue i do not see a…
imagine having hundreds if not thousands of people working on your product in your engine. imagine you have built the tools, the pipeline, the documentation and all that that individual onboarding is somewhat quick and easy. now imagine switching those hundreds if not thousands of people over to a new engine. lets just…