You don't need to do a special course if you don't want to. There are many professional game artists who have never been to university or college. All you have to do is be a good artist, practise and learn your art, be passionate about games and just work really hard. Let me reiterate. Work really hard. If you go to…
depends....what kind of a drive/work ethic(on your own time) do you have? this is very important. what i mean is: you have to ask yourself whether or not you are the type that HAS to have a school driven deadline to create something to completion. or if you are the type that can bust your ass on your own time to learn and…
Something I do not understand is why do you work with you psd under Maya? I think it could be better for you graphical card to work with tga or png under maya... I do not know how Maya deal with Psd in the viewport... but it could be a solution to your problem. In Photoshop you have a cool feature called "Actions", it…
Well Desert, I see you aren't getting any replies, i can't really speak for others but to me you might as well be speaking Japanese ;) (since the creator of said universe was) I have no idea what these things you are working on are, maybe if you can put up a reference or two to each model you are working from rather than…
your poly density is very uneven. if you are not shure how to get the edgeflow you want while retaining shape and poly density, i would recommend you download someone elses basemesh that sort of looks like what you are aiming for, and then analyse how they did it/ compare it with yours. also you could just ignore the…
I am looking for a tutorial as indicated in the title. The most important thing is the way the clothes are made. In particular, we are looking for tutorials where the topology of the body and the clothes fit together as much as possible. We are not looking for something mech-like like a stormtrooper. We prefer Maya…
Hey man, I'm glad to see you sticking with it. I'm gonna throw my 2 cents in.... There are some issues here that need to be addressed before you go any further. You have the right ambition, but I'm not sure whether you understand the purpose of things. You being focused on the slight problems with the cut in your geometry…
I worked as a freelancer for the major part of my life and then only in a micro company, so this was never a concern to me, but I wonder: does it feel awkward to watch a tutorial if you work in a large company/corpo, in an open space environment? Especially if you're in a senior position? After all they're paying you to…
It's my fault for not being clear, what we mean is that you need to make your scene come more alive/look more interesting. Adding normalmaps will do that, and so will geomtry. You normalmap as much as you can, and where needed you add more geomtry. That's what we mean basically