Hi Polycount, I am currently working on a personal project which is a full CG vfx shot. I've gotten to a point where I need to add a very dense/long smoke/dust trail and I am trying out Maya fluids which seems to be a little too heavy to run on my machine. Do you guys have any good suggestions on how to approach this issue…
It depends on what you need it to do: How big is it? Are you baking normal maps to it? Are you using tile textures or a trim sheet? Will the UVs be packed with other objects, Etc. All of these factors will change how you need to approach it. A few strategies that could be adapted to your specific needs: you can mix and…
@Boyani if you have the luxury of being able to choose from many studios in your near vicinity, I'd try to get in contact with the artists and ask them personally how they feel about the workplace. Glassdoor is also an anonymous way of reading employees' opinions about a company. Also, if you get an interview, I believe…
Personal opinion they are just an additional (HR) hoop to jump through. You just run the risk to be judged on your resume instead of your portfolio, which is quite pointless since the team/art lead will choose you based on your portfolio. The worst kind of recruiters are those that reach out to you over linkedin and ask…
I think the idea of hiding your work so no one can steal it is completely absurd. If you hide your work: * It's much harder for anyone to know it was made by you. * You don't build a reputation as being a good artist. * You'll almost never get referrals because nobody knows you exist. All that so you don't run the risk of…
Hey guys! I'm visiting the US pretty soon to visit some family and friends. And also to try to maybe find a job or something :P Anyway, I love to meet new people and it would be fun to see some polycounters on this tour. I'm going to be in a few different places so please let me know if you are there and want to get a beer…
I'm getting into human 3d modeling for an action game. I am not the greatest modeler in the world, and getting into the human aspect of modeling is a newer challenge itself. I've skimmed some member's models here (kudos to the OddWorld modeler) and was impressed by the work. So now, how did you go about making these…
Most of the games I worked on used photos as a starting point. Those photos would be cut up or painted over to create the textures. Companies would also buy CD libraries of pre-made photo textures and multiple companies would use them. One popular CD library was photos of buildings in Vancouver so there were a bunch of…
Generally creating particles is something very specific to each game. Most will have their own completely proprietary systems that will either have an editor, or require you to write scripts/code(yuck). The basics of particles tend to come down to 2 types, using a sprite, or multiple variations of a sprite with specified…
Word up. http://www.rsart.co.uk/2006/09/15/roll-your-own-engine-roll-your-own-problems/ C&P for the lazies. Recently I was approached by a group of hobby gamers who wanted me to make some art for a game they were working on (for the record, I have no interest). They tried to persuade me that they were worth working with…