Looking good! The quarry piece is really crisp and nice. Good composition, too. But I've read that its possibly not a great idea to use megascans for portfolio pieces like this because it calls into question how much you made. More breakdown shots might help? Im not an environment artist really so I dont know how much…
So for once you have your daily stand ups in most teams. Basically a 15min meeting with the team where everybody says what he/she has been / is working on a daily basis. If you have some dependencies this is quite a important thing to keep up with everyone (concept artists, riggers, guys working with your stuff in the…
thanks again for the replies! I'd like to tell you more about the project and team. The works were started about 5 months ago and initially we planned to make some peace of next gen so we made a tons of technical and concept art (i'll show you some later). Every prop (from cup to administration building) we tried to make…
Yeah most big studios do separate Design from Art. Most that I know anyways. Like we have 2 different types of designers here at ND. Layout Designers and Scripting Designers and Combat Designers. Layout Designers: blockout the levels, they make the rough blockmesh level that the player will playthrough. These are generally…
I have also been contemplating this and I am trying to establish my own workflow. So I will share with you what I have being doing. But also follow Joshua's advice and do lots of search and you will find most of your answers. I am using 3dsmax in this example. 1. I have created a high poly model (a prop) and spent time on…
I haven't seen a huge uptake of World Machine probably because it's results are a bit unpredictable. For instance, I know it was used to some extent on Lord of the Rings Online, which came out 7 years ago but there are still plenty of studios that preferred having artists/designers sculpt the play space. Typically you have…
First off, feel free to post some images in your thread here, you'll probably get more replies. Most people have no interest in watching 3 minutes of demo reel and a lot will also bounce out of this thread the instant they don't see any images. That being said, some quick first impressions: Your work is all over the place…
yeah, Stuart forever :) 40k tricount is bit too high though, even for an fps ;) The mesh itself looks cool, but I think the 3d tracks eat big chunk of those tris. Usually tracks are made as polybands with tiled texture on them which scrolls when tank is moving. Modelling those track details in 3d is an overkill. Sometimes…
Overall port is not bad, though I agree with the scaling and lightwave. Please ditch both. Lightwave takes for ever normally, and just makes viewing clunky and slow. Look at other ports and see how they go about the posting of bigger close up shots. As for high poly, I disagree with CarlK3D. There is no need to do extra…
THANK YOU!!!!... And if you'd like to sell/share your motions, please consider the iClone "Content Store" or "City Marketplace" which seems to convert nearly all motions so they can work automatically in their Crazytalk 2D Software as well (and can be exported to any other software through 3DXchange)...? It *seems* easy…