Hello everyone! I'm a 3D artist looking to break into the Game Biz (This is where you act shocked) Currently trying to build up my portfolio with some props and grenades. I'll be making stuff and taking suggestions on what constitutes as a good object to model for a prop in a game. Please critique my work and if you have…
ok, so good thinking on sticking with doing props. Lot of people can get carried away and want to do characters and what not. Character design is VERY competitive! Better chance of getting a modeling job making assets. I suggest going to ebay to find some more antique like props. Antique props are the best because they…
Thanks for the comments and insight guys. You're paying attention to what I write very thoroughly! :poly121: You are right, I do really want to be a character modeler, but I also have gotten some insight from people already in the biz and they tell me that simple props are the way to go when first starting. Everyone wants…
Just going to reiterate that you should be focusing your folio work on the position you're expecting to apply for. These are looking fab for props! How are you going to texture these? Hand paint or photo manip?
yeah! its my pleasure! I used toolbag for all my props. Pretty much what almost everyone is using. Its for sure really great! Especially if you buy the new one that came out a while back. And yeah! hit me up some time if you have any questions. I'll also keep an eye out for any of your updates and give any feedback I can.
These are probably fine if you want a job as a prop artist. But probably no good if you want to be a character artist. So probably good to focus on what you want to do most. They are nice models, but too much for a game. Deffinately use them to bake normals/ao for a low poly. Then tex it up and finish so you have some…
You got some nice stuff there man. I notice a lot of people are using Tris as a base measure for counting polys. I was taught that Tris=bad Quads=good... Is this not the norm? Quads would seem to make for a "cleaner" design however I can see the advantage of using Tris to keep the polycount (Heh website reference) down :)
Ok I've gotten some really good advice on here and everyone is very helpful. Thanks to you all that threw in their two cents. I'm quickly learning that Brett Briley is the man and knows his stuff and has obviously earned a lot of respect in this community. I'm taking his advice and others to heart and am going to make…
:)Thanks for the comments man. I agree that I'd rather be modeling guns/zombies/ and naked women, but I'm trying to show that I can do simple stuff first. If any of you have any suggestions as to what kinds of things might get me noticed (what I should model) then by all means let me know!
Hey guys I got a question about creating a .psd network in Maya. I've got the channels figured out for bump = normal mapping, color = color but what channel do I put in for Specular?