I haven't read the whole thread, don't have time to, so this might have been covered already. Studios look for a level of performance not necessarily titles under your belt. If you portfolio looks like someone who has 2 years of experience then you will get noticed even if you haven't worked a day in your life on a title.…
Hey polycounters I've been thinking hard about what I should do next in life to achieve my goal of becoming an artist in a good studio, here's my story so far: I am 21. I studied art & design, computing and emedia A levels at college, decided I wanted to aim for the games industry, but unsure whether to do programming or…
I watched the NDO/DDO (Quixel 2.0)primer, and felt that I could get into DDO pretty easily (even though I've had the old suite and never used DDO before, only used it for NDO). So, My objective was to make Letter Blocks, like the ones you had as kids. I made a new Multimaterial layer for each Letter and zipped it after I…
I think when I first seen the high poly for this it seemed like the construction was made from all kinds of different metals/colors kind of like what ever they could find. Now it kind of just looks like the same metal sheet that has random cuts in it. Even though the concept is made of all the same material it has tons of…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
Hey polycount! I always wanted to dive into concepting some landscapes with my Wacom bamboo (which works really well and I actually bought for sculpting). So I just started on a little piece. What do you think? I'm currently working on some details and highlighting from the sun. Suggestions and crits would be kind :)
I like to generate a heightmap at the same time I generate a normal map, which I find works great as an overlay or multiply layer on top of the specular, so the specular doesn't show in the deep cracks. If the heightmap doesn't look good, I'll generate an ambient occlusion map (AO) instead. I also like to multiply this on…
i think you'll likely end up wanting to break it down into reuseable pieces so that only things local to the player can be loaded as needed and also so you benefit from instancing, however since you already have complete models that are organized a certain way, I think it wouldn't be a bad idea to drop those in your game…
Hello, I am a beginning 3d artist. Right now, I know about three different methods to create fur. 1. Maya's nHair system -- which as I understand isn't compatible with the Unity game engine. I think it is fine for Unreal? 2. Zbrushes fiberMesh system -- which I do not know if it is compatible with certain game engines, but…
I've played it off and on for years now and I have to admit that it really isn't all that time intensive as everyone seems to make it out to be (You can train enough skills to be a PvP pilot in less than a day). Sure, skills train in real time (which can take anywhere from minutes to months) but by that same token you…