I'm itching to talk about what we're doing here. But we're a publicly traded company, and there's stiff competition in our space. So I'll point you to past experience when I was in game dev, and when I was freelancing as a lead. Outsourcing initially appears very attractive for scaling production, and trying to make the…
Everybody here seems to say that for every single "new" economy sector emerging. It's actually hilarious. Who knows, maybe it is, but certainly gonna take some time so things catch up. It's all baby level, at least art related. Almost no big productions and artwork from the few indie studios lacks appeal. Many top-notch…
Option 2 is viable, you can create base meshes in Zbrush from either Zspheres or Dynamesh. However I'm not too familiar with how good Zbrush is at retopology, which you'll need to do once you're done with your high poly model. I don't have enough experience with 3ds Max or Cinema 4D to make any suggestions. Based off of my…
Similarly for me it hasn't been a clearcut route. And also I'm not fully there yet - still room for much improvement. I studied Games Art for a year at University - I then spent a couple of years working in a totally different industry whilst building my portfolio and doing some freelance work. After that, I worked in…
well honestly I think you answered most of your questions yourself. as for tutorials for modo there are not that many for free. but there are some great tutorials on the foundry. I would really recommended digital tutors though, they have a lot of great Modo and 3D coat tutorials and the subscription there is def worth it…
Hello Stefan, I am interested in working on Marathon trilogy as a 3D Artist- I can both model and animate characters/ monsters/ zombies, and all the other parts between: texturing, rigging etc! As my CV demonstrates, as seen here, I have worked on video game pipelines before as a freelancer and within teams with deadlines…
But aren't you then left composting multiple bakes together or something? I've seen a lot of silly AO workflows posted on polycount, most of them seem like much more of a hassle then its worth. Also, what app? The methods me/per talk about will work in max, maya, xnormal, etc all the same. Being able to carry your workflow…
*BIG DUMP BELOW* I haven't posted any personal work on polycount in so long TT______TT So I thought it'd be cool to do a dump of my personal 3d work from the past few years! I've also dived into 2d hard the past 2 years, a lot more of which you can see at my links below :> It's really awesome to see the forum that helped…
just post here to show i m still alive and still able to doto both pudge idea actually taken by different person, one of it you know already. another one is secret.(but it is hard to think too, i still need more creative idea for that) as for terrorblade, i got very blury idea for making it into set, so far right now quick…
Hey Guys, I wasn't able to work on this for 2 weeks due to a few freelance work but i did find time for this, really excited to finish this properly. I started of taking this to unreal finally, so that i get my final environment setup. this is still only diffuse and normals, i will work on the roughness/Metalness soon once…