I just turned 50 last summer. 2 months earlier I had left the games industry to work in visualization. Not for lack of games work though, instead I left for the increased stability. The company I left behind has developers in a similar age range, mostly programmers though.
It depends on what kind of work you do, but it will not be a lot (I personally consider "a lot" as a more than 50% increase). 1050 is faster than 750 Ti roughly by 30%. May be not worthy of £40 premium. If 750 Ti is much cheaper for you, you'll be fine with it. Just look for 4GB version.
I've got one without arms, it's got a high mesh back and a padded square base. It's not super-high end or anything (I think it was about £50 from IKEA) but it's comfortable enough for long 3D or jamming sessions. Actually, found it - http://www.ikea.com/gb/en/catalog/products/10122505
Cryengine is now up again: https://www.cryengine.com/get-cryengine The pay what you want model is interesting. By default 50% of the choosen amount goes into the indie development fond - https://www.cryengine.com/developer-fund -which sponsors indie devs, and you can adjust it up to 70% or make it lower.
I support the notion to replace the two tail fenestrons with a larger single one. Also, i highly suggest smoothing out the edges a lot, as even the apache and ka-50 have smoother curves in all the right places than your design. MORE pictures of shrouded tail rotors/fenestrons:
50 bucks that the implementation will be flawed, normal map seams will appear and after a lengthy back and forth with support and perhaps a petition or two they'll admit that it is only 97% there or requires some other feature to be refactored first. Then they'll hint at a swift update. 'Sometime soon'. :smile: I'm going…
Whats with the seriously off UV layout man? The handle takes up more space than the blade, theres like 50% wastage on the texture, and the blade isn't even straight...? And even though its not done, and it needs polygons removed, why did you do the texture...? Seems a bit... Backwards...?
I like the concept and the sculpt, but as you saw on my post the finer detail gets lost. I have found anything below 3 pixels wide becomes lost. Thanks for the feedback on mine, I should be able to save 50 pixels on my handle and I will look to smooth the blades
Most of your polygons seem to be in the two inset areas, and it really looks like most, if not all, of that detail could have been handled in the textures. 750 triangles seems very pricey for a generic wall section - indeed, the difference between the high poly and the low poly model appears to be ~50 polygons!
It's because of the burnout rate, 50% of the people who enter the game industry drop out after 5 years. I don't know the stats for time past that but I found it funny how EA treats your 5 year anniversary the same way other industries treat your 20th.