Haha ;) I was heavily depressed for half a decade and this imposter syndrome (although mild) is something I still suffer from. I wouldn't call it emo or bs. Regardless of what wikipedia may say about it, it's caused by chemical and hormonal imbalances, both of which I had when depressed. It's something I still struggle…
I am not a surgeon but I am guessing that if you're doing surgery then being able to hold the thing and get an accurate idea of its size compared to your hands is probably helpful, given that's how you'll be working with it. Maybe even better if you can use it to cast a silicone copy or something that you can sort of…
Well not every company is the same.. In my current company I am working as an Environment Artist, but at the moment (since 5 months) I am just modeling and texturing all kind of props, doing ground textures, decals and so on. But I think a lot of companies want their Environment Artists to model and texture on the one…
I don't know what Sunset Overdrive is, but Witcher 2's responsiveness is similiar to Dark Souls. It's "clunky" on purpose in order to simulate the weight and follow through of a hero wrestling with inertia. Sort of like how the protagists in Castlevania games have the delay before and after each attack in order to simulate…
One more tip, when you feel you have not enough skill to make something, just try to make it anyways. You learn only by pushing boundaries of what you can do and making mistakes. Even if you get terrible result, you still learned something. If you try again it will be much easier and better ;) Making environments is hard…
So here's where I ended up: I projected the diffuse decals of the } design to the LP object using xnormal. For the "sheer fabric" transparency, I created a B&W tile texture using noise filters and the waterpaper filter in PS. I then projected that tile texture from the HP object to the LP object, and moved it to the alpha…
There's a few things that need an additional pass. The rocky ceiling looks too flat and smooth surface detail wise. Photos of the location has the paint a pretty solid and uniform red, and not the mixed dark red and red that you have going on. The paint in general could be a bit more glossy. Your reflections look a bit…
You live ridiculously close to me, not that it matters, just noticed! I think what the scene is missing is some caustic projection on the roof, this can be achieved using a projection map (i cant think what they are called in udk) or even a custom decal if you are only using stills, but i found some software some time ago…
More UV shells = less actual texture resolution on the model (because of padding). As UV splits or hard edges basically count as an edge loop because in a game engine, verts along a UV seam have to be duplicated, thus increasing the tri count any way. The ideal solution would be balancing adding extra edge looks with…
Doesnt everyone have to go through at least one client like this when they start freelancing? He isnt even the worst by a long shot. Edit: I think that the reason he is able to get away with this is that he is working with 2d pixel art. Back when games went 3d the pixel art community was gutted. The vast majority of…