I dunno, i know of enviro artists in vancouver making 120k + stock/bonuses, and plenty of senior artists in montreal making 80-90k+. As for the problem of negotiating as a jr artist, i can see that but also companys really do like to find the right fit personality wise, so if your art is amazing and you ace the interview…
Even with good video tutorials you still run into having to sit through most of it to find info. They aren't easily searchable like a text document is. Maybe someone will create a system that transcribes text and makes the videos searchable but that doesn't exists... that I know of. It's easier to make a bad video tutorial…
Like always, IT DEPENDS Just google around, see what game developers blog about and get inspired. Just today for example:* Blur showed some of their deformation debugging stuff http://www.gametrailers.com/video/bizarre-creations-blur/62635 (1:10 for example, they seem to use some kind of array of dots or sphere volumes to…
In general sub-forums tend to be frowned upon here, for a few reasons: 1) They fracture the community and often hide posts that might get more attention. It's easy for the traffic in those sub-forums to drop off and look dead. 2) Proper naming of thread titles often replaces the need for sub-forums. For example we don't…
@TeriyakiStyle Feasibility aside, if Zac's link to the license type is correct for the OP's thingverse model, there is zero legal gray area here. In practical terms this means that if you upload a 3D model to a model printing database site, and flag it for non-commercial use, it's fine for someone to print your design for…
The answer depends totally on style, workflow, and engine restrictions. Stylistically you may want real bevels, but at a point they may not render very pretty and thin triangles are not performant anyways (two consequences of the same basic problem: you're rasterizing). Workflow-wise you may want to make heavy use of…
Hey guys, thanks again for the mad props! Dracowyr - We used a pretty "unique" shader and material setup. I'm not entirely sure what the rules are about showcasing some of the texture maps or wireframes, but I'll see what I can do. Paul - haha I will say that Magnus did some really great work on the weapons he did. Half…
God. I just typed about 2K words about why i've been making the decisions I've been making, and the internet ate it when I pressed submit reply. EDIT: Here is the long and short of it. TL;DR -- I'm not trying to recreate the choices that Katsuhiro made in the early 80's, which led to the design of neo-tokyo, Akira as a…
I tried Modo 12.3(I'm sure it was) because I wanted a solution to bake rounded edges shader. After extensive testing over the course of 10 days I completely gave up on it. The baking results were poor - the baking wizard workflow was good, but the rounded edge baking left terrible arfifacts that were unacceptable. The geo…
I recommend that you try to do as much as possible in Maya (or Max or whatever you use) before you take it into zBrush. It's a great program for doing very fine detail, but getting the main shapes down can be really tricky unless you really know what you are doing. You're much better off doing 80% of the modeling in a root…