So ok now i think i understand better how dynamask works and the result are pretty good ... but... ...now i checked the different curvature mask that you can find looking at the photoshop layers when Dynamask is open. On the left i copied the different curvature mask that dynamask did with the AK 47 sample from quixel,…
How to get into and survive in the games industry - The wannabe games developers bible. http://www.planetquake.com/polycount/cottages/docrob/Industry.html I'm going to disagree with Monsier NealB4Me on a couple of points. My producer remembered my demo reel partly because he liked the included music. Anything that helps is…
I'll try to answer your questions to the best of my knowledge and personal opinion. Here we go: 1) It all depends on where you feel you are with your CG skills. Since you've already graduated from a Uni, I believe another school is out of the question. If I were you, I would definitely take a look at the following online…
Thanks for the welcome. @ZacD - I live in Columbus, OH. No, there are not really any studios doing 3D here or nearby for that matter. Travel is my only option. You can view my portfolio here. I am currently practicing hi-poly techniques. You can view some hi-poly WIPs here. I will be adding more work that reflects my…
512x512 isn't bad for your portfolio, as you want to show off your texturing skills. But depending on the game the amount of texture space you should use for that varies wildly. If it was a player-held prop, like say a third person game where you can beat people with it or throw it, 512x512 would be okay. If it's just…
Hello there! Our community has been working through small freelance work and studio work individually for a long time, but now we've been focusing on making our own games with the skills we've been sharpening over the past few months. We're working on a Horror game that also has a sick twist of comedy in it. It will have a…
Hi guys, I'm new around here, this forum has some amazing artists. I thought I'd attempt to add my own art... So here goes: Note: This was created for the TF2 contribution page, not the Polypack competiton. Cue crappy story: One day when attacking in a tough game of Badwater, the Engineer decided that he hated nearly…
Quixel, Marmoset, and Polycount are pleased to be announcing the winners of our Petrol/Blood contest. This contest asked artists to create a depiction between a rider/pilot and their mount/vehicle as if they are participants in a vehicle deathmatch tournament. Emphasis was on next-gen PBR rendering systems and artists were…
Hello everyone! I'm fairly new to the forum but I've been lurking for about a month now and I've decided to create a thread for my DOTA2 concepts! I'm currently far from being able to produce the 3D models of my concepts on my own though, so if you're interested in collaborating with me please send me a PM so we can…
To me, the Lamppost is the sorest thumb that's sticking out. In terms of direction, all you needed to do was just recreate the illustration one-to-one from the concept to the texture of the lamp post. I don't feel the need to do a paintover since you essentially have the painting right there. I am not absolutely certain…