That's a good idea - with one caveat: If you're new to the business and are creating assets for a highly styled package, make sure that you can maintain consistency in look and design from the first piece to the last. If that's doubtful - I'd be tempted to create the whole set at once. Maybe produce a few separate…
You're ready when you have your portfolio(s) up, you have a plan how to get business, you've identified who's or what's your target market, you know your rate(s), how to get money to your bank, you have an idea how much you have to make to make it practical either as full time work or extra income on top of a day job.…
Here is a personal project I just finished. Took me too long because my VGA went dead and I had to buy a new one. Sculpted, polypainted and rendered in ZBrush using single-pass BPR, post-processed in PS. 5.5mil total polygons. More high quality images here:…
So here's where I'm at with the likeness sculpt of Tom Hardy. I didn't just want to attempt likeness but my goal was to challenge myself so I'm going make a bust of him from Mad Max. At the moment everything but his head is placeholder to get a sense of scale and object relationship to other objects locally. I feel like…
Hi I hope you’re doing well. I’m trying to track down an old concept art pack that was centered around “the story of a delivery boy” and the various adventures he goes through. I remember it included a series of illustrations or sketches depicting different scenarios from his journey, but I can’t seem to locate the…
Ang Lee's Hulk wasn't perfect, but was far better cast and thought out. He put a lot of intelligence into a "just a comic book movie"-- pushing against exactly the kind of thinking that continues to keep comics as a form in their marginal ghetto--whereas the only way I can describe the new Hulk movie is perfunctory at…
Yeah I've tried swizzling the Y channel with xNormal and doing the same in max and all possible combinations. It doesn't seem to really help much with the seam. But just baking the normal map in xNormal alone I can tell is much better than 3ds max baking. At any rate, thanks guys, I think I've got mostly everything figured…
As far as overdrawing goes for particles in Unity. Just have in mind to not have huge particles covering each other at the same time. Try to use short life cycles. For instance, if you have many explosions at the same time on screen. Don't use too much layers. Sometimes the simplest solution is the best one. For general…
When you're talking "taste," you're talking about your own standard. And that basis can get messy here, fast. Some people may be sick of sexualized female characters in games, and I can certainly see where they're coming from. You'll get sick of anything when it's overdone. But that's still quite relative. Some people…
That's what I've started to pick up on. When I first really got into 3D and making ambitious projects, I felt like the time that it took was just "baked" into the project itself. i.e. you want to make a real-time character? well then it takes xyz amount of hours no matter what. Now I've realized that you could make a…