1) Make sure the objects are in the same place when you export as FBX. If they don't share the same space the high poly will fail to cast to the low poly. It looks like they are so that probably isn't your problem. Note: FBX treats the world scene origin (0 0 0) as the pivot for the objects when you export. If you have a…
Hey there, your low poly characters look great to me. If you are applying for jobs on the PSP, DS or Wii or something I dont see why you cant pump out characters for those consoles. Your diffuse texture work specifically is really good throughout your low poly characters I think. Your environment work looks great too,…
To get a feel for how it will look I've slapped on my diffuse I made in Photoshop with the different weight, ambient occlusion and cavity maps from Mudbox and World Machine. I've also applied the normal map too to the landscape but I do get a lighting issue with this applied. Any how here are some images to give you an…
First I opened the object file in 3DCoat, position it nicely, apply the default texture and export the projection into a Photoshop file. The reason I apply the default texture is to help me work out the contours of the object and also gives me a bit of insight to the parts of the weapon. Below you can see the development…
I've found out what the problem is, and found a sort of workaround. Turns out that when I applied the skin "normalize" was turned on by default. I realized this when looking at the weights table. "N" was ticked for each vert. However weirdly the normalize tickbox in the modifier panel is greyed out so I cant change it.…
huh... It's kind of jacked up that you have to use a separate modifier for this but you can uniformly adjust the scale of you're entire unwrap (or just what was selected when you applied the modifier). It also allows you to offset your UV's if you had a selection active when applying the modifier, or it can offset the…
Senior VFX Game Artist (Remote) Location: Fully Remote Project: Souls-like Medieval Horror Game We are looking for a talented and experienced Senior VFX Artist to join our team in creating a high-quality, medieval-themed Souls-like horror game featuring intense combat fights. As a VFX artist, you will deploy your excellent…
Hi! I think the character looks quite cool. A few areas that I think could be improved: Hair in the front (framing the face) clashes a bit with the rest of the hair and makes the character look less wild/chaotic. I wonder why you went away from the concept in this aspect? If you want to keep the current hairstyle, maybe…
When I attended, Game Art was not around. It was strictly "Computer Animation" and focused more on film with a one month lesson on game art. As far as career placement went, they helped 0% in my case. I actually got my current job directly because of Polycount. I said it before, that I learned quite a bit from Full Sail…
I think there's more than just the one thing i.e improving your portfolio, else every character artist working in every studio would evenly matched gods, there'd be no difference between character artists working for naughty dog and those working for clash of clans. What matters is what studio you want to work for, tailor…