Where to begin?I've been in the industry on and off since the mid-nineties but since freelancing in 2009 have found myself drifting away from the AAA scene and more into Indie game dev. This suited me fine for the last 10 years, allowing me to spend more time with my family, but I'm now in the situation that they're off to…
Finally getting a chance to start work on my tiny mech character. He is similar in size and weight to the smaller Mech characters in Warhammer 40K. I'm going for a more playful approach rather than a serious take on the mech. Just getting a chance to block in the geo and get a rough rig in him. Working on some modeling…
This is an issue as old as time (or rather, as old as Zbrush) and AFAIK there is no fix for it, as the Zbrush FOV values do not really represent anything and you won't be able to get a real analog to a 3d viewport since their projection/rendering isn't really 3D. I've seen it negatively affect the work of extremely skilled…
Hi guys i've been working on 3d for a while now ( 2 years in) and i was wondering if my portfolio is good enough to apply jobs or land a job in the industry? I apllied couple of companies but rejected. I dont want to blame everything on industry state so i must be doing something wrong or i must be not that level to get a…
what i cant understand is if video ram is such an issue, why no compression? i have talked to several people working on next gen titles and everyone is going full 24 to 32 bit uncompressed with the textures.. there are several amazing compression algorithms from last gen, optpix image studio comes to mind.. square uses it,…
No environment of this size would use a laid out flat UV map. Work on a nice repeating texture and then feel free to break up the spots where it is repeating with stuff like rocks, trees, dirt piles, etc. I honestly wouldn't even think of working on something this size from this distance. Get down into the scene (like your…
Hello Luan ! Thanks very much ! Just for some context I originaly thought this environment as if it was for a top down game like baldur's gate 3. For modular structures I originaly used a texel density of 5,12px/cm because even if the camera is by default quite far from assets, I have the ability to zoom and therefore get…
Thank you Muzzoid! Yeah, I get it thou. I sometimes lose the motivation to continue working on a Character Project since it takes so damn long. But I really like seeing my models come to life.
Vassago's got it. A last gen game cost $4 million, a "next-gen" game costs $40 million. Guess what? People are not buying ten times as many games. A lot of publishers and studios bet their asses that we would cover the costs and and we (as an industry) have not. BUT! There is good news. Wii is a massive hit. MMO's are…
the Substance B2M (if that's even still around) or Sampler tools are your best bet. Understand that you aren't going to get anywhere near 'realistic' normal information from albedo photos, they're all just guessing based on perceived slopes in the image signal. Results are generally substandard in my experience. If you are…