Update on my scene. Testing out some crystal materials, fiddling around with different type of mesh approaches and material approaches. Can use every bit of feedback on these crystals, all comments/critiques are more then welcome. As feedback I got that the Hexagon type shapes are going to distract the player, giving it an…
So I was wondering i've seen people on here make characters based on other peoples concept art, and i was wondering if you guys go and personnally message the artist who made the concept art and get their permission first? I know you definately have to give the artist credit of course and make sure people know its not your…
Contract Job 2D Photoshop/Flash Production artist with an understanding of 3D Start Date: Monday, March 23rd Length of contract: 8 weeks Description: Creating button icons for several areas of the game. Discipline: Ability to interpret 3D imagery into a simple pre-defined 2D style that works within our UI. You can…
Hey guys. I've just got a weird question that suddenly popped into my head: What's the difference between Contract Artist and Freelance when it comes to Game Art? Freelance obviously means that you're not bound to the company, and u get a set amount of pay, while contract means you get a percentage of revenues, or wages.…
I'm getting weird shading results within modo right now. When I view it with textures applied there's never a problem but when adjusting individual verts in modo, it's a pain in the ass to detect. Should note, I'm more familiar with maya, where I could fix this by quickly defining smoothing groups. I'm too new to modo to…
i'm trying to unwrap the head of this character i've been working on; But the pelt mapping tools arent working quite right. I defined the pelt seams, but every time I start the pelt mapping process, the stretcher seems to stick to the same eye socket. this is before the process: then after pelting and relaxing: it's ALMOST…
Hi guys, experienced this for a while now; and searched the internet for various tutorials but they never seem to work as correctly... I've tried sculpting a few nuts and bolts onto a flat plane imported into zbrush, then bake onto a single plane ; again it never works - it seems to be a less "defined" bake rather then the…
Technical artists are there to make sure artists can do art without getting confused by programmers. At worst we solve problems , at best we make sure there isn't a problem in the first place. You can't define the role with a list of skills because you're looking for someone who can work out how to do things you don't know…
you can define opaque regions with an opacity shader. so yes. were an asset or part of one using multiple materials entirely opaque, using an opacity shader for it, would be wasteful. an opacity shader is more expensive and not using transparency, or using only a few pixels for it, would be considered wasteful. from a…
Looking good. I'd recommend enhancing the eagle emboss more as you may lose tiny details during bake. As for polycount it doesn't really matter so long as you're not in the tens of thousands. If it's a portfolio piece or main chars' weapon you want to nicely define those curves. If it's just a background prop, or for use…