The quick way: Create cylindrical piece of fat tape/wrap, apply the skew modifier maybe some noise. Then copy, rotate and tweak them as needed, probably use a FFD modifier to push and pull parts in and out so they look like they overlap. Some of the tools in the graphite modeling tools might be helpful too, like the shift…
I would compress the header/nav area. No reason to have almost 450 pixels between the top of the page and the content. I'd also recommend reducing the negative space around your pieces to make the whole thing more concise. Personally, and I'm not an art director, I prefer to see the actual texture sheets instead of the…
Rule of thumb for non-deforming low poly objects: Any vertex which does not significantly change the silhouette should be removed. You have a TON of vertices which do not significantly change the silhouette. All those beveled edges? Don't need them. Either make the bevel bigger so they -significantly- change the…
First off, Cascade (the particle editor) is kicking my arse right now. Can't get particles to fade, or behave in general with how i'd like them to, anyone know of a good resource for learning this? Here's where I'm at now, just some fairly simple terrain materials and matching the terrain as best i could to the concept.…
Thanks for all of the advice guys, I appreciate it. I'm well aware that my style is still too cartoony for the best of the best. I'm finishing up an internship right now at a small company with a dinosaur of an MMO called The Realm Online. Everything there is outdated (we're animating in pixels) so having an accurate view…
Yes sir! Those are soft stencil shadows. The renderer was practically rewritten entirely from what was seen on Doom3/Quake4/ETQW In fact, the Multiplayer is using the ETQW engine which is dramatically different in terms of rendering. Most notable difference is the use of a deferred rendering system, which allows for insane…
If you are applying for an 'Environment Artist' spot, you should have some examples of full scenes. Usually companies will differeniate between enviros and props artists in their listings, if they only want props builders. With full scenes, you should have experience building skys and have a good understanding of lighting,…
For game dev you need to work as part of the overall dev team, which (certainly for lead artists & anyone aspiring to be a lead) requires dealing with programmers, who themselves will add arbitrary & unusual limits to everything from vertex counts to texture sizes. Examples include calculating 'vertex costs' - it is not…
Played at work for 30 min in coop mode split screen. My impressions. 1. Why can't I split screen vertically so each player gets a full screen to themselves, shooting in the distance is hard when you can only see 3 pixels infront of you. 2. Pressing A to stick to a wall is tricky, I liked the context sensitive wall stick in…
Thanks for comments! Daz: - Yes, the head might be a bit too big - didn't do much measuring, i have to admit - i was going to "finish" him in one day, and went ahead really fast - will do another layer of fixes maybe next week (i think i will continue "war beast" model, as i got it in UV pages now!) "I'd be curious to see…