Yeah, that damascus steel pattern is something I'd like to know more about. Another thing that came to mind is how to do this thermal metal discoloration you usually see on some weapon barrels. Might be a trivial thing to do, as I didn't try it myself yet, but maybe you guys know some smart and easy way to do it.…
That's a great improvement on what you started with. Fantastic even. A couple things jump out at me about the well. Firstly, and this is just a personal preference, i usually like to use almost 0 3d lighting on hand painted textures. Mostly because the geometry isn't dense enough to handle the lighting and the Gouraud…
hey dude, vancouver has quite a few game artists (probably quite a few unemployed right now too). there is usually a monthly local siggraph chapter event that sometimes covers things like game design, post mortems on games and breakdowns on certain film fx from studios all over the world. I actually got to meet and shake…
ohnomelon - thanks! I've been trying to study normal maps as much as possible to find the best solution for them.. so that is good to hear. As far as the density, would you mind being a bit more specific? I'm posting wires below. I usually UV from bottom left to top right. I start with larger/important pieces first.. so…
Don't do it! Leave them different. If you can make something that looks good on both monitors it will look good for most people (unless both of your monitors are way off). My thought on the subject is that the average person doesn't adjust their monitor, or if they do, they typically adjust them to their personal liking.…
I've spent some time contemplating what workflow I'm going with for the texturing. Usually I do the classic one, where all materials fit on one map and the mats are usually made in Quixel. All beveled edges are baked down onto a normal map and added to the low poly model. But with the Exsteel weapon I'm gonna let the…
Hmm, still not sure I really understand, maybe post an image? I do the little lip on just about all of my floaters and I can't say I've ever really had an issue with it. Even if the surface isn't 100% accurate it usually isn't noticeable(but I'm anal about lining that shit up), even still in actual use a very light seam…
Yes studios hire freelance artists, but usually these threads end up with a big contrast in the responses, some saying it's impossible to live on and some saying it's the best decision they have ever made. And the contrast itself is quite close to the reality, when bigger studios actually do look for individual freelance…
how do people become pros? by getting paid for their work, being a professional is not necessarily connected to being good. that said if you want to ask how people become good in their profession. it is just hours and days, and weeks and months and years put into their trade. Some will get there quicker, thats what we…
a very very few studios just have "sculptors", usually folks who're so damn good that it's okay if they don't know the low poly stuff. Those guys usually come from a sculpting background too. But those positions are super duper rare as this is extremely specialized and there's no need to hire lots of those folks...it's…