I haven't read the whole thread, don't have time to, so this might have been covered already. Studios look for a level of performance not necessarily titles under your belt. If you portfolio looks like someone who has 2 years of experience then you will get noticed even if you haven't worked a day in your life on a title.…
1) So much of that depends on the design of the game, the hardware its running on the engine you're using and how important those particular pieces are to that particular scene. Most games don't let you go inside every room of every floor of every building and if they do let you in, it is usually limited to a fairly small…
@"Alex Javor" Exactly, u have raised some very important points bc I have always wondered why some artists frown at softwares like Poser, Daz3d. So what about scanned 3d characters then. Although, I think its important to always state that u used these softwares as they are procedural in nature. Take substance designer for…
I would find a real picture (not a render) of the knife you are working on, or as close to it as possible, and try to replicate it. That is the best way to start tuning materials and mesh details. You have too many factors right now working against you to get an accurate shading model. I say temporarily ditch any sort of…
Post mortem/Report: This is a post mortem of Last Invader, just a few last words before ending this portfolio piece so I can start on some other things! First of all: I am very delighted how the game managed for being only a tech test. The original idea was to make it even more simpler, but from seeing a lot of people like…
some interesting points raised here. wizo thats good advice. I need to stop fiddling and just finish stuff even if its a bit lacking in someway. Pior i agree about sculpting programs not really emulating real clay. I mean who uses a brush to sculpt with :) Joking aside I feel it would be nice if you could have some hybrid…
Oh I do not disagreee that this is something people often say. What I do disagree with is the reality of the situation. IMO most people say this sort of thing because they do not understand how it works fully, much of these sort of statements that you hear are based on misconceptions. Rather than perpetuate the myth, I…
A tilable texture atlas with overlapping UVs would be the most efficient and impressive method to use with environment art - such as your building. The more assets that share the same texture the more a game engine (and your graphics card) will love you. It's not always necessary, but it's one of those things that doesn't…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Mot Only did I play Battlefield 2 at E#, I won a Prize at the Nvidia Booth doing it: Here's the post from my E3 Report: [ QUOTE ] We then left Console land, and headed to the main hall (West Hall). We heard yesterday that there would be a contest at the Nvidia booth, featuring EA's soon to be released, Battlefield 2. I had…