I like your approach gaiascope with the symmetrical blockout, but if you look closely the distance between columns is not identical. Having that said I had a massive headache trying to camera match it and gave up as I figured that the concept has a warped perspective. So you saved yourself some time for sure :) Just…
Sorry James but I really don't think I have. The textures are good, so is the model. But the UV map lets down the entire piece. There are large sections that have gone to waste, The build methodology is inefficient and time consuming and the texture size chosen shows a lack of understanding of current limitations. I see…
Indeed. This is what I do as well. But I have almost never seen anyone provide any sources for their textures. Thanks for the link, that was a good read. The general consensus seems to be to do whatever works best for you and then do it efficiently. Most posts on photosourcing techniques match what I'm doing quite well. I…
^^ this. i am tired to seeing female models both from pros and students alike where they pay the most attentions to boobs and butts and dont bother to model the hands or feet properly. the feet either looks like a frog feet, or the hand looks like a skeleton hand or the face looks like a young boy's face, or the breats…
I'm not entirely sure what you mean (it's before noon and I'm a student, ergo the body is awake but the brain ain't). But what you could try is baking out a displacement map of what you have, then loading in your new geometry and applying the displacement map to that to deform the mesh to where you were before. It would…
this sounds like a bad way of choosing to me as well. You'll get a whole bunch of 'triple A game made by massive studio' favourite games. You are a student, working in an inexperienced team, with 1 year.. and probably other commitments study wise. Think really really hard about what is realistic for you to achieve, then…
Hi, I'm a brit and was wondering if applying for a US job, what would I have to do before I apply? I mean would I have to find out if I would be eligible for a visa (or whatever is needed) and then tell the company I'd be allowed to get it (if they accepted me)? Or are there various stages I'm missing? (afraid I don't know…
I was perhaps a bit harsh on Grimm. It does indeed have a strong art style behind it, but the execution is fairly lacking. Which more or less describes the whole game. It's apparent there are a lot of ideas that have gone into it, they just haven't coalesced into a particularly exciting title. It feels a bit like a student…
I, too, can say Polycount was directly responsible for me landing my first industry gig through the contacts I made here. I had been living in LA, and wanting to move back to the bay area. Getting a job at EA happened because I posted work on here. My experiences here changed my life and art in major ways. I will always be…
My assets I worked on for our student project: Platform Assembled Game Context Boardwalk Assembled Variations Close Up Railings Game Context 1 Game Context 2 Crate Individual Pieces Assembled Variations Game Context Lobster Cage Individual Elements 2) Assembled Variations 3) Game Context Boardwalk Building Unique Elements…