really good result, just keep at it, theres no magical formula to make your workflow faster, you just have to try things and see what works for you. If you can pre plan all your assets you can work smarter and save time, examples of this: 1. modular assets 2. tileable or reuseable textures 3. decals to add small details so…
submission time is submission time. Sure assets get fixed after submission, but that's usually the AD's/Lead's call. With some companies you may be able to sneak in fixes, but if they have QA, checksumming and submit systems in place this won't work. The other issue is, if every artist starts fixing their own stuff without…
UDK comes into play as a game engine to build your game in or simply render your art. You can do the same in max, maya, or whatever. The benefits of presenting your work in a real time game engine that also happens to be used by a lot of real game companies. It's also a toolset that's been around over a decade so it's…
Okay! So, long delay, it's been two months since I picked up on this properly, but that's because it hit crunch time with my course getting written work and the main project done and out of the way. Which sort of does take priority over a personal project. But, now my course is finished, and I have no excuse to actually be…
Updated layout: Here's where I realized the need to rescope due to too many assets repeating too often. Adding in the architectural elements (molding, rafters etc.). Those emissive planes at the end of the rafters are eventually going to be decal textures detailing where the rafters intersect with the bricks and whatever I…
IV : yeah, but that is still very subjective. I personally used both Max and Maya for years at various studios, and the only reason why a studio pushed for one or the other was always for pipeline/integration reasons, and not so much for the art toolset itself. But of course this is just what I observed over the course of…
Selaznog - Thanks! I really appreciate you keeping an eye on this thread. Yeah, to be honest I was a little disappointed I didn't get more responses / feedback here, especially in the final stages when I REALLY needed it. Oh well, it just pushes me to want to do better and create a more appealing character next time. If I…
I think you could learn either C# or JavaScript and be fine with UnrealScript. UScript is really it's own language, a bit distinct from anything else, but i f you know either of those other languages, it can't hurt. UE3 is far from dead - think about how many AAA studios are using it right now. UE4 looks incredible, and…
I don't know i guess big companies tend to automate this process with tools like simplygon which is like a super pro optimizer, that makes a decent job at keeping normals. I'm not sure how a "non normal edited" object should be easier to degrade. If you replace a chamfer by an hard edge, it should be simplier with weighted…
Thanks for the feedback! I definitely agree that there is a lack of focal point at the moment, I have been wondering what to make so that the eye is lead somewhere, at the moment im working around the distant building being the focal point but I would prefer to have something in the foreground. I also agree that…