Greetings and thank you for taking the time to check out this project. This introductory post will be revised in the future as nessacary. As the title implies, The Rise of the Unnaturals is at its core a world building project. The focus being to create a universe of characters and develop them through their interactions…
I am going to be teaching a art work shop at my old college, AI SD about the wonderful world of creating environments utilizing modular assets and the trim textures they are created from. Trying to dispell the illusion that most games are created of uniquely unwrapped static meshes and show the power of trim textures. It…
Make a game! Seriously, it's the best way to get a taste of everything. Also does a lot to help you understand the full picture. A good way to start would be something like the Swords and Shovels course from PluralSight or that Make a game in Unreal course from Udemy. Udemy courses are like 90% right now. Pluralsight also…
Capcom is ramping up and should be hiring a TON of people soon, we are already looking for some positions to be filled. On the subject of the relic hiring freeze, I dont know about that, I was hired there last year on an 11 month contract and throughout it they were bringing artists on board, contractors but still steadily…
1) Use Artstation 2) get out the pruning shears and get rid of 80% of it. Sounds brutal, but your 2D stuff isn't super amazing and seems more like filler than dope hotness that will net you a job. If it's not your passion or strong suit, ditch it. storyboards, illustrations etc etc, just get rid of it, its not helping you.…
In terms of organic sub-d vs. hardsurface there are many differences, but perhaps the more important workflow difference with this specific enviro is the one that arises out of your choice to use unique-prop/modular-instances or tiled texture sets and trims, because that will determine most of your workflow and how much…
The good stuff is that u have quite a lot to show. Its good to see several levels and different enviros - makes some variation imo. And the portfolio looks kinda in one direction (level stuff) which is a plus as well. Now some srtis: 1) Demo reel. It starts with slideshow and there is occasional slideshow later in the reel…
most jack of all trades portfolios I have seen tend to have creepy looking characters because the artist hasn't spent all their time focused on learning anatomy or perfecting their skills. on the other hand their environment texture work also tends to be lacking. this is a general observation I am making, not pertaining to…
Hey man, sorry didn't get back to you for a bit. I totally understand not wanting to form bad habits, I get caught up in it too sometimes. Its definitely a balance of spending time trying to figure out how to 'do it right' and just doing it. But as long as you're learning its all to the good! For the material questions you…
You are my new favourite :3 Loving this enviro though I think there a few things that you could consider. I dug up a image of the black/white pokecentre.. Now this isn't about the actual modelling but you can take away some of the feeling you get from this image and apply it to your piece. I'm seeing a correlation between…