Hey Rad - Grats on graduation! Welcome to the suck >:) The portfolio scope is decent for a student. You have the content quantity here, it's just like you said - onto better projects. The main thing I'd focus on and think about is how to make things look current gen. Deriving normals from high poly, cube maps in your…
[ QUOTE ] It was supposed to be built for an mmo type online game so the texture res had to be small and the poly counts low. [/ QUOTE ] No. Everything is too low-rez and muddy for next-gen. Really, 1024s for all major tiling textures, and at least 512s for objects. The floor needs to be more than a flat ground plane.…
[ QUOTE ] ... 2 years of work - 48 characters (complete with accessories clothes faces basmesh textures etc...) ....it means 1 character = 2 weeks of work. [/ QUOTE ] not necessarily. normally you can re-use a lot of stuff with purely human characters. 48 unique characters, that might be a different story. anyway, i don't…
I don't think need to model many of the small ridges in the armor, or have such a smooth curve to the pauldrons, especially since you're going to have a normal map on it. Let that handle those smaller details and use your polygons to smooth out the silhouette and give you the density needed to animate it smoothly. Granted,…
I made this for Elder Scrolls IV while working at Liquid Development. It was our very first "next-gen" project and we really had no clue what we were doing. All of the normal maps were hand painted in grey-scale in Photoshop and converted using the Nvidia plug-in filter, which came back to bite us in the ass later when…
IM starting to think of either trying for enviromental artist or level designer. I honestly think i would enjoy all 3, altough enviromental artist seems quite different than doing characters or levels, it still serves its purpose and seems like a place to start. Level design would be great as well, as making enjoyable…
Ah, I see now I jumped the gun a bit - you said you recommend folks get some more experience with the new next gen technology before applying - and I've gone and sent off my resume already. I figure that not too many have had their hands in this yet- I'm no worse off than 6 dozen others who havent had a chance to work with…
[ QUOTE ] 4. I have read that Hyper has mentioned a while back that he thinks hand painted textures will go out of style and we will be using only shaders. [/ QUOTE ] Not sure I understand this point or question. I assume when you suggest that hand painted textures could be replaced by *shaders* you actually mean replaced…
i think the question 'does it matter' could be said about a million things that we're doing in next gen games. I do however always promote the usage of color in spec maps, just because it does help at a bit of detail to your objects. I remember one good use a few months back was to add metal flakes to some stonework. The…
If youre working "next gen" and getting most of your detail information from your high rez zbrush model (by doing an AO bake) then seams are less of an issue. You can do your color procedurally, and texture overlays will take care of surface detail...you may have to clean these a little by just making sure there aren't…