Well, you must look at it in wider perspective. First of all you can't beat free (you just cut out some costs of software front). Second thing Linux is more stable. Not just in terms on how it works, but on how it is developed. You won't see any completly brekaing changes*I'm looking at you Windows 8), that won't be…
I thought I'd just repost the crits I put in the comments before, so people can respond to those as well: (and I must say I'm somewhat dissapointed at some of the useless comments in here. Only a few people actually have useful criticism!) Hey Aubrey, I think it would really pay off if you were to actually seperate things…
Hi folks, a small drawback while try to leave early access. As giveaway for all who bought the tool during early access i give away the commercial upgrade version for free. Because of that i can't leave early access that easy. Have to get in contact with steam to make the transition. The tool itself is finished so far and…
Lot of people complain about work standards for an artist but when somebody try to fight for a better future there's not much responses. I can at least don't let this thread to sank :D "Hey everyone! Some of you have probably heard of PACT but for those who havent you should check it out. PACT is an organization…
@goldfarb : thanks ! I appreciate the offer for help. At the end of the day, the point I am trying to make here though is that SideFX shouldn't wait for potential users to come to them - they need to be proactive about showcasing and supporting their products. And there is no need to be as big as Autodesk to do that (as a…
Hey Funky Bunnies, glad you like our art style. Hope I can answer your question as best as possible :) During the conceptual design stage of Mercury Shift 3D we decided to completely go without using any sort of texture. The reasons for this were practical: That way we can go for a rather unique and unmistakable look while…
"Can I focus exclusive on the modeling process or will this really hurt my employable qualities for studios who seem to want one artist to create a complete asset from start to finish?" Yes and yes :D Sure, you can concentrate on the modeling only part, but it sure is way more comfortable for a studio to have both rigger…
Well it's been a little while since i've been able to update this thread, things have been especially busy for me with not only the Christmas holidays but also putting the final polish on The Lego Movie: Video Game! Perhaps part of me has not wanted to really admit that it's time to let go of this project too, i've loved…
hey man well firstly "You must use a game engine OBVIOUSLY. UDK or Cryengine will probably be the most used." its part of the brief. Secondly learning to make stuff in real time is invaluable if you want to make game art. Thirdly your a games artist surely you want your stuff in a games engine. Fourthly by putting things…
Hey Chris, Your workflow sounds similar to how a lot of people use Toolbag. To answer your specific questions: 1. Tessellation refers specifically to DX11 tessellation that is commonly seen in game engines. We have two types, a flat tessellation mode that sub-divides but does not smooth, and PNTriangles, which sub-divides…