I think they are simply targeting a different niche. They don't want to compete in the "console wars" with PS4/Xbox for the best hardware/graphics. They are comfortly sitting in the low budget & unique niche with all their recent games/consoles and I don't expect them to push out of that niche anytime soon.
hey, money is money and a job is a job - you gotta survive and as long as you don't lose your target of being a game artist out of focus any job will do. just don't think this will help you much with finding a job as a game artist, your portfolio and skills are there for this.
sounds nice but is there a big target audience for games on mac and linux operating systems? I mean pcs arent even having an easy time lately with a lot of great games being console only so why would they bother putting steam on macs? is steam on consoles yet?
Morph targets and blend shapes seems to work well. One of the recent UE4 streams had some growing plants. https://www.youtube.com/watch?v=564OYZanl3A&list=UUBobmJyzsJ6Ll7UbfhI4iwQ#t=1013 and at this time as well https://www.youtube.com/watch?v=564OYZanl3A&list=UUBobmJyzsJ6Ll7UbfhI4iwQ#t=1373
Definitely, Spoon. Much obliged! I'm going to see how much noise I can push on it before it loses the render target of the original Tracer character model, though I may get lazy and just leave the albedo and gloss flat as I have right now.
Update#01: * I set up the spell system with blueprints (target switching, projectiles, variable timings etc.). * Then blocked out all the individual effects (buildup, release, projectile, impact). Next up: * Adding details to each individual part of the spell, proper textures, meshes etc...
Arise, thread! I'm getting the same thing here, only with Photoshop. GoZ would open Maya as it should, but when I changed the target app to Photoshop, nothing happens. Wannabeartist, have you had any luck since you spoke with Pixologic a couple months ago?
Depending on the target engine, you could use multi-layer materials with tiling textures, which would give you much better resolution close up. Showing the unwrap and giving a bit more information would help other people to easier debug your issue though.
texturing aside, if my target mesh is 35k, then i would also assume there's a high poly to be made too... if you work smart, you'll be working in a "backward compatible" subdivision style that will allow for extremely fast retopo, that keeps all of the form of the model anyway. It's all down to planning.
Does anyone actually use different resumes for different studios? I just send a standard animation reel plus resume and reel breakdown; sometimes I'll include other pieces of animation that might be a good fit for that studio's style (or they'll ask to see more targeted work).