Me and Arshlevon were having this conversation a bit the other night. Bare with me now as I'm gonna ramble a bit. I think there is a huge majority of people in the industry as artists, who aren't really artists. They are technicians. They have learned a very limited ruleset of this+that=game asset. While it results in ok…
thank you so much for taking the time ra-gevz. so i will go through this step by step here: 1. Identifying themes so obviously this guy didnt have a background yet, so i just put together elements that i visualy realy like in general, and that i often use anyways. some of theses are -horns -medium stylized proportions…
Substance Painter is by fact a default texturing software in gamedev industry now. An industry standard. Substance Designer is an extra bonus in your resume but by my observation nobody really using it . Mostly to do some custom filters for Painter or some pattern looking structures and scattering brushes . I seem only…
Thank you so much for the time and effort @Obscura ! I certainly wish that Epic could have shown that sort of stuff as opposed to presenting things so superficially. I suppose it's just regular PR, but it's quite a departure from their history of being very open and straightforward about the tech, like whenever Sweeney was…
Well, I currently run three Macs - a Mac Pro Trashcan, and MBP and a Mini - and one lone Windows box just because that happens to be more convenient for a few 3D tools. You could say I have a preference. ;) Still I would not touch the current MBP (2016 model and newer): - the keyboard feel went from best in class in the…
Aleksa finally wrapped up his M12 Trench Gun for Our Ghosts of War. How's it look? It's been in development for the past three weeks and I'm personally very happy with the results. The MG42 and a Panzer IV tank turret were also finished up this week and I'll have renders of those soon. I've been doing a lot of planning for…
wow guys, thank you very much for your help and all the references. they're extremely useful! i've already collected some references, but more is always better. dzibarik - thank you man for all the references and the paintover, they're awesome! you're right, lighting is not too realistic - i'm trying to go for a more…
@Jar3d - Thanks dude. I appreciate the feedback. @joshmtyler - I did a very basic blank in 3ds Max, mostly just simple shapes like cylinders, then brought into zbrush and Dynameshed all the wood stuff. Pulled roots out with snake hook brush and just kept dynameshing them as I went to keep geo in them. Mushrooms were just…
I think first and foremost you will have to detail your computer use to us a little further in order to get valid feedback. Most of the computer ergonomics recommendations available online deal with the "secretary" setup (ie mostly typing) and while this can totally apply to programming, everything flies out of the window…
Not weapons but for close up things like 1m close to camera I use 3,5 - 4 mm per pixel. Smaller texel size makes materials repeat too soon and instantly reveals certain naive nature of material details. Repeating masks , procedural dirt accumulation, tiny bit scratches instantly looking like some procedural Substance…