Project name: iNterstices Brief description: iNterstices is a multi player puzzle/quest game. Your basic button pushing, lever pulling, riddle solver. The element that will set us apart is the "teamwork" aspect of the later riddles/quest. The team has been around in various incarnations working the concept for over a year…
So I have heard numerous times here that hard-surface retopo is a big no-no in production. Why? Because if people want to change something afterwards it's hard to change high poly in any sculpting app for example. But then I see how Redstorm[ame=" https://www.youtube.com/watch?v=gd3-6t59uU0&index=40&list=WL"] uses this…
I'm using Chrome web browser and right clicking is disabled on your site. That's not good for trying to save images or try and view them larger. I would fix that immediately. This is because if any potential employer looks at your site and might like something, they'll want to save your art on their computer. Also include…
Overall I'd say it's solid work, but not astounding. First off, I'd ditch the blog format and code your own super simple site - it's really not that hard. Small thumbs in a huge vertical column is a bit daunting. Perhaps break assets out into pages? Like put all of your Red Dead stuff on one page, etc? Something to think…
are you talking about pure modelling? do companies in your area hire people to do just that? over here, you're either the über-hipoly specialist who generates geometry for normal-casting like no-one else - or you're delivering complete, textured and shaded assets. in general they are looking for people who can work on…
Hey everyone, the other day I had a really interesting and informative conversation with someone on the UE4 Devs facebook page about landscapes and I learned alot of things that I was pretty fuzzy about before that point, so I thought I'd share the conversation with you all to help spread some of this seemingly rare…
Your stuff is pretty good and you show a fairly good handling of form and shading. I'm not sure what the portfolio you're assembling is for, but I think you know which pieces are better than others. You must look inside you and pick the ones you feel represent you best. Sometimes when I have a bunch of average pieces I…
This is a good idea, thanks. I also have plans to allow users to create node groups that look like a single node with inputs and outputs and few exposed attributes, but that can be expanded for low level editing. Something I will implement in the near future is support for multiple input-outputs for nodes like transform,…
What does a 'day in the life of' a remote artist look like? My hours are alot more flexible. If I need to do something during the day than I can easily move my hours around. You need more discipline to work though since nobody is behind you and there are alot more distractions at home. I have been doing it for about a year…
[ QUOTE ] It's strange that companies license an engine in development from a company they view as a competitor, knowing Epic will produce successful titles with its own toolset. I hope I'm selected for jury duty on this one. ^_^ [/ QUOTE ] It makes a certain amount of sense to license your engine to other companies if…