To reiterate what's already been said, companies like Autodesk, Adobe, etc probably don't care about you using unlicensed software as an individual. If anything, your promoting their software over their competitors. They make the bulk of their money from companies using their software and in order for a company to use…
well as a 35 years old dog + living in a country that needs visa for the US, and here there is no Game Industry at all...lol! it leaves me in the position of a hobbiest. I see every day Kids between 18 and 24 making so good demn stuff so i can imagine that no one in his mind will be pick a 35 years how still need to learn…
First off I hope you guys don't see our posts as personal attacks thick skinned or not, there's nothing wrong with starting a project and as the head of the site Adam and I can see why you'd want turn it into a community "thing". I'm sure the work you guys have planned will be mind blowing to see if the team of the best of…
floating licenses usually means companies, having another 15+days of testing on people who are most likely hobbiests, freelancers and students to work out some problems that may occur is pretty understandable in my book. having one person say "zbrush r7 is buggy dont upgrade" on a company level can be enough to not have…
It seems the 3 biggest things im reading right now are 1- Make polycount more Visual friendly (like pior is saying) 2- Bring more competitions to get more people actively involved//see workflows 3- Put up or shut up. Many people are coming in here tossing in 2 cents and other senior members are attacking them because they…
Sounds good, I couldn't afford art school so teaching myself 3dstudio max and the wealth of knowledge at polycount helped me land an art job with ea. I think this forum, and forums in general are invaluable for the hobbiest and 3d student looking to improve their skill and learn more about the industry they hope to work in.
Also take into account that not all artists are equal. You might some half-assed hobbiest who'd be willing to work for eight bucks an hour, but would give you terrible art, or a seasoned old pro that bills out at $100 per hour, yet does phenomenal work, both in quality and speed of production. Or it could be the other way…
I wasn't trying to stir up a question of who has more artistic skill, so let's please hold that for another thread. This poll was posted to determine where the bulk of the work is in the course of game production. My comments about challenges were just a minor footnote, but I am concerned about the number or game degree…