Relentless Software is growing. While we continue to work on Buzz! we also have several new projects in development and so we are looking for an experienced CG Supervisor to join our team working on our high profile, next generation, first party Sony titles. This is a key role for us as it will require you to work directly…
After 4 months in the making ZBrush Advanced Workflows with over 10hrs of content, covers instruction in both Zbrush and Modo, exploring concepts and methods to enchance and optimize model development and creation. Presented with full hi-res video and audio narration. Topics include; Model preparation, Sculpting…
After 4 months in the making ZBrush Advanced Workflows with over 10hrs of content, covers instruction in both Zbrush and Modo, exploring concepts and methods to enchance and optimize model development and creation. Presented with full hi-res video and audio narration. Topics include; Model preparation, Sculpting…
Hey Polycount! So I'm creating a Chinese temple with UE4 (or maybe UDK, I originally planned this project for UDK but with the free release of UE4, I'll switch). I'm still in the blocking out process in Maya but I have some higher detail props in the scene already. Right now, I'm actually thinking of cutting this project…
Hello there you all, I should logically post this on the Wacom user forums but the support there is pretty much a joke so I thought I'd post here instead! I have been having a very annoying issue with the Cintiq drivers lately on my 21UX Cintiq. (grey, "first gen" = intuos3 tech, win7 x64, CS5). It's been like that for a…
Hello Polycount! I started work on a Gibson 345 guitar this week. I managed to dig up some nice reproduction blueprints, and I figured a $10-20k guitar could be a nice portfolio piece and help to round out my sci-fi heavy stuff. I usually try and avoid complex shapes like this, so this will be a trek out of my comfort…
Personally I would recommend to do two things: - learn about lighting and how to present models in a nice way. This is probably your weakest area right now, your modeling looks solid. Product photography and color theory might be a good starting point for this. Then get yourself marmoset toolbag and/or Unreal Engine and…
Just from seeing your posts here recently I think you need to get better at learning, and finding ways outside of tutorials to learn from. Tutorials are fine to pick up some tips and tricks and technical know how, but they will not be able to teach you to be a better artist. You should probably stick to hand painted style…
Sean makes a good point though, granted you want to have your art at least be decent looking. If you get luck enough to manage both characters and environments then your pretty well off, and everyone once in a while to challenge themselves would step into another field and basically see how hard transferring the mind set…
This looks like a good start :) As far as your tri count, it really depends on what sort of game/project the model would be used for. If it was for a current gen FPS game, you could have double that many tris. That's not to say you should just add more geometry all willy-nilly, but that you could if you needed to. That…