We are expanding our 3D team over here and are looking to hire a senior hard surface modeler for assets ranging from guns to props to buildings. If you would like to work in a relaxed and very well organized virtual environment with some of the best talent alive then I want to talk with you! Right now our main reqs are: *…
i just found that: [ame=" https://www.youtube.com/watch?v=eg8Bh5iI2WY&feature=related"]http://www.youtube.com/watch?v=eg8Bh5iI2WY&feature=related[/ame] It's incredible.
It totally depends on the object, how you're going to texture it and how it will be used in game. There isn't one rule "the game industry always does X and it always works perfectly". There are common practices that get used over and over again, usually for specific reasons but... ...without knowing any of the other…
even if you could just toss zbrush sculpts into the engine that doesn't really open up so much possibility. Thats a slow way to work in general and many assets cant be made that way. Many assets have to be made in regular DCC's like max/maya/blender and a pipeline with every minor prop being too heavy will be a nightmare…
Our Project (Robyrt): Early concept art can be viewed at http://vespyrgames.com/robyrt-skyline-concept-art/, or at http://i.imgur.com/w6rIDTn.jpg. Further details will be released in the upcoming months! Development Status - In Production. What we need: * Texture Artist - Looking for an addition texture artist for Robyrt,…
We could start to compile a list of rules. But there are always exceptions. It usually comes down to experience. First I try to split the model along likely seams, and Relax/Pelt those. If there's still distortion, I'll cut a few more seams. If there are peninsulas sticking out that make packing difficult, I'll cut those…
Well, assets for "commercials and films" tends to require more quality than those for games. If you want to be a character artist, there are some things you must keep in your mind. -You don't need good topology when sculpting, but good topology will help achieve better quality and make the work easier when sculpting. -You…
Looking good @AdrianZaplata and @alytlebird! Did you guys use modular segments? I went about using 2x4 segments on the walls, 2x2s for the floor and 4x4s for the roof. Examining the concept, that pool table is enormous. The largest regular size for a table IRL is 3.6 meters long, in the concept, it looks almost double…
That kind of depends on why you're sub-dividing it and what your end goal is. Since you're using Turbo-Smooth to divide the mesh it will smooth and relax the mesh as it subdivides. That volume loss is just part of what it does. If you want the exact same volume you can subdivide without smoothing, turbosmooth probably…
Cool project. It will be easier for us to give you any critiques if you show us the concept art or reference photos. For now, the ground looks too noisy that will kinda "ruin" the focal point in the middle. Let our eyes "relax" as we look around to the focal point. Also, it's kinda obvious that it is a repetitive texture…