[ QUOTE ] and target results so I can see if I'm up to standard and practise? thanks. [/ QUOTE ] Dunno about art tests, but as for target results, walk into a store and buy any new videogame. That should be a pretty good start for comparing your work.
Hi! Can anyone give me some feedback on my 3d portfolion I'm on my first year working for videogame stodios and I wan't to be a better 3d artist. I have some projects on my art station page (https://www.artstation.com/staienlus)
what are the textbooks or educational resource materials that they use to teach the kids at videogame school these days?... i'm hoping to find something maya specific (or UDK related) and artist friendly that focuses the different blending methods and the appropriate stituations to best utilize each of them...
I have Stop Staring (which is useful as a drawing aid too) and an anatomy for artists book...a da Vinci biography, and lots of graphic novels and videogame art books. I have a general creativity book, with a lot of Betty Edwards and de Bono..
When you guys were younger, did you aspire to 'become an artist', regardless what that meant to you, as I did? Does 'artist' to you mean the same now, with your interest in videogame art, as it did when you were a child?
yay! after months of delays the demo is finally out tomorrow (Thursday, Aug 21). http://www.starwars.com/games/videogames/news20080816.html it is supposed to be a full level with it's own custom story line for the demo and a tutorial on how to Force Grip properly. :D :D :D
Hi! I'm currently looking for a chance to work on a videogame studio, I've been learning hard surface and prop art for almost 2 years. Here's my portfolio https://www.artstation.com/mariogreci If you want to contact me, you can send a message to mariogrecicortes@gmail.com Thank you!
I agree with cryid about the displacement map method. http://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/ The beginning of this tut (it's on the wiki also) shows the workflow you would use to apply the displacement map properly.
This couldn't make it clearer: It's an entertainment device, not a videogame console. It's been designed to be appealing to a larger group of people and ages, not just gamers. I'm quite happy about where it's headed and I'm anxious to see what other developers do with all of this new power and connectivity.
Hi Eric, yes you are right. All those areas could be optimized further to save another few thousands polygons. But this gun is not really going in any videogame engine. I'll make a better job in the following projects! And this also thanks to your feedback, it was invaluable! :)