I've been laid off several times - when it happens the best thing to do is go and get another job. Blaming society/corpos/the man for your problems is fun but you can't exchange self-righteous indignation for goods or services in most places so it's ultimately kinda pointless.
This is neat! I wonder if you could add collision to the camera, to prevent it clipping behind walls? Or maybe it could be a simple as setting the walls to render single-sided, so they don't get in the way of the camera?
It's really not a question of "how much is enough", it's more a question of "does this candidate have an artistic eye? and do they have enough technical aptitude to get the work done properly?" Staying employed is difficult in game development these days (here's my take on why).
Some thoughts about learning, problem solving, and feedback. Answer this question honestly when it feels like you're falling behind on a project or stuck on a particular problem: how much are you learning and how much are you getting done? Each project has it's own unique challenges. Sometimes it takes more time to learn…
Thanks @HolySour :) My only issue with it is that I don't have a reproducible workflow to get to the same result, every time is like I'm spinning the wood roulette... xD
Managed to get it done just by the end of the month, since my last post I did some sculpting damages in Blender then baked and textured the book in Substance Painter. To save on UV space I mirrored a lot of the parts and you wont see most of the mirroring textures I used the "Research" art from the Artstation post for the…
Not familiar with this universe although quick search pulled up a heap of info via the wiki: https://en.touhouwiki.net/wiki/Characters And perhaps if you hadn't already, maybe checkout related fan hubs like discourse or other akin online hangouts that may offer advice if not support / direction? getting your project off…
Cool theme / style for the project. The bike has interesting shapes in silhouette and nice surface contours. I also think the detail hierarchy reads well / is interesting. As far as the ergonomics are concerned, I would get an actual human figure posed in there (prefab asset, simple blockout or whatever) so you can really…
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…