Some progress. It's starting to take shape. Still lots of work need: I've been experimenting with using a self illuminated material to bake lighting. It works pretty well and I'm happy with the results. I've have also added a some postprossecing. It's a little heavy at the moment. Aswell as that it adds some weird bright…
Hi and welcome to P&P :D First of, you don't have your CV/Resume up at all? Or it's to hard to find. I think you props looks great! The only one that i think you to some work on is the gasoline can (couldn't find a decent enough word for it, but the "bensin dunk" :P). I think the material definition on it is of. Doesn't…
I can't speak on all of this, but generally I think to work in the U.S. you're going to need a degree of some kind. Your character work looked the strongest, but to get into games you're going to need to show more low poly and normal mapped stuff like you did with that one minotaur character. I would definately remove all…
Rendering! At the end of the day it's all about the pixels on the screen. That's all that matters to the viewer. Bad lighting and shaders/textures can ruin what was a good or even great model. 1: Images in your portfolio should never have aliasing unless it's an in engine shot. 2: lighting, Get your stuff into 3ds max and…
Here are tutorials on the dumping of video form matinee The first 4 vids are about setting mutiple cams up and a director so i have ignored them however [ame] http://www.youtube.com/watch?v=hYRxZKFAODk&feature=channel_video_title[/ame] this is a link to vid 04 which is setting the matinee seq to trigger a cam sequence and…
Specter, I tried executing this code on both the full object or the vertex level and it gave me the following. I'm on Max2009 btw (staying away from the ribbon as long as possible!!!) -- Syntax error: at ), expected <factor>-- In line: ) Animax, that's fantastic! It's working very well and I like how it selects the…
Its fine to make some edits in photoshop but I imagine that most game artists will still achieve the bulk of the look of thier 3d art in whatever render engine they use wether thats realtime or not. I personally think art like those far cry 5 guns are probably being rendered in toolbag as he lists it in the description but…
hey Mr.Wed it's a decent start and you have the majority of the volumes there but if I can offer a few words of advice. Typically on a basemesh for sculpting you want the geometry to be evenly spaced uniform quads. That way when you subdivide the mesh the geometry will remain evenly spaced and a lot easier to work with.…
Hey man, just a few thoughts... I hope you dont get me wrong. I dont want to be rude, just honest. :) Imagine I am a recruiter for games. - The first thing I see is NOT game art - the second thing I see is actual gameart - actually your best work in my opinion - then again, no gameart..atleast it doesnt look like that -…
That's not quite what I meant; sorry if I wasn't really clear... Let me explain in a little more detail, assuming that my plan actually works! I am looking to implement a realtime GI system using a combination of UnrealScript and DLLBind. The script essentially "packages" the level (or volume) as a sparse octree, which is…