So good start on isolating the post process to the interior of the house, it will give you some greater control over the interior and allow you to isolate lighting scenarios. Totally dynamic lighting is fine and sometimes necessary for large scale areas that cannot be baked obviously so no real issues there. What sort of…
Yeah what you are doing seems like the best way. Make the simple geometry in maya and subdivide. But if you just use support edges rather than creasing, then you can export it to any program and the smoothing is going to work as expected. I do think creasing should hold from some programs to others, but you have to look…
Focus on just one thing at a time. If it's environment/props, and you know the type of art style you like to do, see if you can't find some studios currently doing something similar. Probably the easiest way would be to find that style on artstation and then creep on those artist putting it up. I dunno if this is…
Thanks guys! I'm really not quite active on the forums, so feedback is most appreciated! One thing I was considering was getting into mobile games, because I thought it might be useful to be able to do both characters and environments, depending on what the current app development requires. It then hit me, mobile game…
Surely you have to understand that If youre going to be a good at making game art, or traditional sculptures of animals, or hell even completely abstracted personal work that involves anything remotely mammalian or humanoid, or even fruit bowl paintings for that matter, that producing fundamentals is just a given. It is…
To the OP : the reason why big studios require modelers to be able to use Max or Maya has pretty much nothing to do with these programs being superior or inferior to others - it's just because that's what these teams developed a workflow around. And one of the reasons why these studios pick these programs in the first…
I didn't find the combat in the first game to be horrible. I actually liked the takedown moves since I have a martial arts background. I thought those were very well done. The shooting was generally bland compared to most first person shooters, but I thought that was because the game really didn't mean for you to shoot…
I have mixed feelings about it. I do think some people don't really understand that all the tutorials and software they need exist online for very reasonable prices or free, and they just need to download them and work really hard. Obviously you find this out if you research hard enough, but the first thing some people…
So let me get this straight - some of you are up in arms because some men of Middle Eastern descent were detained and charged because they were doing something suspicious? Spin it any way you want, but Middle Eastern men with 1000 cellphones, a picture of a bridge, and airport security manuals is about as fucking…
Polycount limits largely depend on the engine you are using; for example tech that is object driven (everything in a level is basically a static mesh) pushes a hell of a lot of polys and isn't really as much of a concern compared to other tech that relies on BSP. However, be sensible about it. Model as much large scale…