@justin: it seems that my school (art institute of fort lauderdale) is SLOWLY leaning away from demo reels. they just now started to tell us we wont be needing an actual dvd to send to companies anymore, because companies dont want them. generally, they like to have us make demo reels to show during portfolio presentation,…
Yeah man, from my experience make sure YOU save very often. It's incredibly embarrasing to have photoshop crash on you and have to start over in front of everyone because you didn't save. Also, I just taught some lectures on PS - I went over some very basic things that would be useful: Shortcuts + hotkeys How to PROPERLY…
A quick and most likely final update from me in regards to this scene. Textures and marmoset viewer breakdown for the 1402 card reader and the Selectric typewriter are available in my artstation profile: https://www.artstation.com/artwork/J3k3D I will try to highlight some things I did for my scenes that might not be…
Heh, I have no idea what I'm legally allowed to say or not about almost any of this, but I think I can answer a few things: There's a few things that might be a bit confusing that I can clear up: Authoring Tools: You basically need anything that can make hair splines. We authored our hair using HairFarm, but Fibermesh,…
^^ What this guy said. Look at portfolios of people who work at a company you'd love to work for someday. Look at portfolios of people at studios you think you might have a chance of getting into. Create 3-5 finished and polished pieces of work for the area you'd like to apply to, show final low-poly model with textures in…
Thanks for the replies! Things are way clearer now, here are my conclusions :): - If I create my low poly inside Maya, using "Angle and area weighted" or "angle weighted" for vertex normals definitely means custom normals. Even using "Unweighted" might mean custom normals (different from 3dsmax or engine standard), but, -…
Being a programmer, I only speak on a technical level ;) That's where I beg to differ, or at least we seem to disagree on what "too often" is. As far as I could tell from reading posts here on Polycount and other places, one of the arguments often used by artists in favor of the "specular workflow" is precisely that you…
You've got half the answer right there - at the moment you just slap an existing texture or photo on top and generate the other maps. Textures, like everything else is a skill and an art - you need to manually create these things. But this doesn't answer how - what I suggest to start with is to develop your eye for HOW…
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Spring 2019 registration is open at CGMA! CG Master Academy is here to help artists connect with industry professionals and offer arts education that allows you to improve your portfolio without spending hundreds of thousands of dollars. They are a company founded by industry professionals that try to make sure the…