Thank you for your answer and you trying to help. I also apologize for the rant. I will try what you proposed a bit later, right now I'm a bit scared to close the session I work on, as I might again lose the IDs on load. I will try later and keep you posted, maybe tomorrow, I will have to work late today and I think I'll…
RatDog Games is an indie team based out of Massachusetts. A majority of the team works remotely with schedules ranging from part time to full time. The team size ranges between 4-10 people depending on the current needs of the project. We are looking for someone who can maintain our current art style in their own art…
I installed this junk last week and it was actually kind of cool, the whole security center thing, but service pack2 f*cks up my mose sensitivity making it impossible to use Maya. I thought my mouse had just worn out but it turns out it is service pack2, I have uninstalled the service pack and now my mouse works fine…
Hello everyone! I'm taking this summer off school and work to put together a portfolio and maybe get my foot in the door somewhere when I move back to the bay area. I'm aiming to be an environment artist. I've done a few in the past, but none that are portfolio worthy. I want to work on an environment that will allow me to…
Hi everyone ! I'm back to show you the new environment i'm working on. I'll try to feed this thread a bit more than the previous one :) Intentions I'm gonna build a piece of environment from scratch. An old temple's gate builtin a mountain. I'd like to include some ancient / futuristic contrast to the scene by making some…
I think most people work at 24 and 30 frames per second because it's easier to manage. Motion capture is typically sampled at least 120 fps. Then when an animator gets his grubby hands on it they convert it donw to something more manageable. The authored frame rate is saved in the FBX format so any modern engine that reads…
Hello fellow polycounter's! Decided to post up my project ive been working on and get some C&C from you fine fine folks. Im in my SR year of college and will be graduating in about 4 months or so. This project is gonna be an unreal level that i am making for my portfolio class. This is my first real time creating a real…
I agree, that is a bit more 1930's art-deco meets 1830's steam punk. I don't see a whole lot that says 1950's. In the 50's they where heavy on "the future" "the jet age" sleek designs that would later inspire the "rocket/space age" in the 60's. The US was largely untouched by WW2 and didn't have to focus on reconstruction…
Heres the progress so far: After meeting with my tutor it turns out creation of the scene is too much for this project, although I will return to this and complete the whole scene at a later date. Focus is now on the shack alone. I have reduced the polycount of the shack to the basic shapes and I've UV'd it. The next step…
Here is a high poly shoe Im retopologizing... https://www.artstation.com/artwork/ba5glr I'm not too sure how to do the lace area of the shoe so which sort of geometry would you recommend? i put 2 examples below... an easy one of or a hard one. which would you do?