Hello everyone I'm DT, I am Creative CG artist, and this will be my first contest submission, and for that i'm going to took you guys trough the overall process of creating Zane my main character design in Cartamania, you will find a small trailer in my Topic, for the other character design in the trailer they have the…
We’re ArenaNet, a studio making online worlds infused with innovation, hand-crafted excellence, and creative passion. Our passion is broadly shared; gamers made Guild Wars 2 the fastest selling MMO game in the West with more than 3 million copies sold in its first 9 months, and players and press have consistently called it…
I'm not in the mood to gather and upload the ref I have sitting around but here is a straight dump from a bookmark export. Most of these should be valid links and the quality ranges wildly and they are sorted so much better in my bookmarks but fuck it if I'm going to take the time to clean this mess up... Talent Jim…
Seriously? I guess it's in the eye of the beholder indeed. I understand that SC2 can not give every infantryman 5k polies and 1024^2 maps (as CoH has), but I think Blizzard's art direction is pretty weak. CoH's greatest visual quality, in my opinion, is the sheer amount of things that happen from a battle. Bullets bounce…
A show reel for an environment artist? Normally you only need moving pics if you have something like FX or animation. Why not make your header go back to your home page, it's big and it doesn't take you anywhere? The miss-mash of fonts are a bit confusing. Also their prominence tells me you think they are important but its…
Well yeah I can certainly understand this all. But why would different branches be a bad thing? Instead of creating a mammoth app able to do everything under the sun, why not using the solid polygon editing source code and create some kind of simple, opensource modeling package out of it. It would be lightweight, fast and…
To claim that one engine is simply easier than another is ignorant. It all depends on the level concept you intend to create. I recommend you not pigeonhole yourself to one toolset. Each of the big three is built with the studio's specific goals in mind which give them specific strengths based on the associated product.…
When you feel free enough to make mistakes so that you can learn from them, you end up figuring out a bunch of other stuff that is normally relevant at some point in the future, to some other project. So for example you do find that stretched quads do give you a certain (this time) undesired effect and that you should have…
Well said Kev. Rooster: There's a difference between getting your money back for a product you found defective and selling it second hand. And as for not doing your own research on a product you purchase, well, in that case it really is your own fault. Just because there are many people who don't read reviews or try demos…
Everything is easier said than done. Do it. That's the difference between people with jobs and those who are still looking for one. You're going to end up spending a lot of time explaining away your work, rather than talking about what you can bring to the studio you're interviewing with. If you have to have a disclaimer…