Yeah i totally understand, working on short deadline projects can be frustrating... But the amount of work already done is impressive. Maybe a solution to avoid wasting too much time would be simply to take a look on the free pre existing shaders out there? Anyway jsut a suggestion; i ll leave that here in case :)…
I've always had a feeling that trying to get in to QA is not a great idea if you want to branch to another position in the studio. You'll hear it on a rare occasion, but most of the time you'll end up just building a resume of QA experience... which leads to more QA work. Once that happens, you start to realize, now that I…
I'm a little confused by this. Do you mean keep portfolio posts simple, and instead explain my workflow in a separate blog? For example my pier scene is loaded with breakdown shots and explanations. Is that too cluttered for a portfolio? I think that would be my ideal position. "Environment artist" seems to be an umbrella…
Like said, depends on what game you're working on, and vert's and draw calls still counts. For example, try comparing an online Unity 3D game with a next gen game (PC/Xbox360/Ps3), you'll will end up with an staggering frame rate using lots of polygons/vertices and large textures. Computer games of today is not all about…
shure it seems like someone kicks off a thing, then everyone copies the shit out of it until everyone is sick of seeing it, and studios start a bit more experimenting, so they might hit off something new. I totaly understand that practise. And i was sick of WW2 shooters like all you guys. But this is more then 5 years ago.…
this looks great man! I really like how you noticed the original floor texture was too detailed/distracting and quickly scaled it back. Sometimes less is more and developing that critical eye is what makes a really strong artist. The details in the scene gel really well together, I could easily see this being an…
I think you're being overly anxious about drawing skills. I recommend checking out art test by studios who are hiring in positions you're interested in. In most cases it's a modelling and texturing test. In AAA pipeline, usually as a junior artist you're just handed the concepts or layouts for you to work on without having…
SO i have added a bunch of stills to the internship page to hopefully make everything a bit easier to take your time and look at. Also, some banner which link to the games which contain the assets. @Loki, you are right in the fact that the portfolio would be stronger with amazing AAA pieces to put on there. the problem is…
im always surprised to see the lack of reflection over their own art, many high profile artist in this community seem to have. with all the fancy talk about the importance of accepting criticism to develop as an artist, people sure do get very defensive. if you would spend countless hours sculpting, modeling and texturing…
Ok let's open this thread again with new stuff and skills. First thing i want to show is this little dusty and rusty train. I made 3 versions of it, each with different crash damage. No damage version Medium damage version Biggest damage version Next - rocks. Not a big deal but like every game we need A LOT of them so I'm…