do you mean using a scaleform movie in a material? This is possible, however the workflow has not been improved upon in a while, which is why its not fully documented yet (sorry!). You have to jump through some hoops as a result unfortunately. The one catch will be that it has to exist in a level, and can only be previewed…
You have some lovely character art. I really like the subtly of the textures, especially the female bust. I sound like the polycount broken record, but anatomy studies would really help push your work to the next level. Even cartoony characters are rooted in reality. The Pegasus for example could use some muscle definition…
I share your situation, lol. It depends on what you really want. A lot of my peers in game dev want to join the companies who's games they like, but they are not motivated enough to do the work involved. They simply want to be associated with the companies for the bragging rights and what that might do for their self…
Hey man, you've got some great taste in concept art. I like how far you've come already. You seem to have all your elements in place. Here's some major points that will help it along. Stronger Silhouettes I would push the shapes of your roots further, in the concept they are sinister curved and menacing. In yours they are…
Here's the root of the problem as far as I can tell. Here's your geometry, simplified to 2d, in black. Your highpoly is in navy blue. The view vector, V, in green represents the direction that the camera is looking. R1 is the reflection vector that you get from the cube if it's not normal mapped and has hard edges there.…
I was in the same boat many years ago... I quit 2 years in after landing a job doing what I was training for. It was fine, it was a job, I was laying out pages for print and web. I worked my way up to management and was making really good money, but it was kind of hollow. I never stopped tinkering with games and making art…
#1. Stop hand painting your textures. Unless you are specifically working at a studio that requires it depending on art style, the majority of your time will be photo-sourcing. #2. Instead of making 1 single board texture, make a 1024x1024 or a 512x1024 texture and have something like 5 or 6 different board lengths on it.…
This turned out to be quite a review of the DA2 demo from my part. I'll just leave this giant wall of text here, shall I? Words cannot describe how underwhelmed I am by the Dragon Age 2 demo. One can only hope that it doesn't reflect the overall quality of the finished product. First impressions Where to start.. Well,…
Fief is seeking a Senior 3D Character Artist to join the initial creative team for Fief: Blood and Coin. In this role, you will be a part of the creation of an entirely new player-owned world. This role is for the self-starter who wants to help set the creative tone for a new class of characters and in-game items. This is…
Psyonix is a video game developer located in downtown San Diego. Best known for Rocket League, the award-winning game that combines soccer, driving, and highly competitive and addictive game play, we are an industry-leading game studio rooted in a crunch-free philosophy that emphasizes a healthy work-life balance. We are…