1) In regards to creating armor around models that haven't been released yet, you can (most likely) use GCFscape to extract the model you want, and convert it into a readable file format for your modeling program. It's probably not as clean as having the source files Valve offers, but it is something you can do for all…
Uploading some 2D art of past dragons. Sorry about the huge copyright across one of them, I can't access the original at this time. The head-shot was the only reference I made to model his head after, all other angles were created from memory so I'm afraid I don't have any artwork of these. The other images are older,…
Ok I think I could spend a lot longer on this piece but I really want to move on, I made some beauty shots and used even more of your suggestions, I put a slight FFD box on it and tried to give it a look like the foundation is slipping, thanks for the idea Vig! Then I used some opacity vector painting to give the yard some…
The Chaos series of mods have a long history of successful releases, dating all the way back to Quake 2; http://chaoticdreams.org/about-us/ To this day, Chaos still enjoys fairly wide and positive name recognition among players; http://www.forums.chaoticdreams.org/viewtopic.php?p=69317#p69317 We've even been mentioned a…
Pretty much what the others said, right now this looks a lot like a blog, not really a portfolio. Your first piece has one line of comment: "Made a lowpoly, but who cares this looks way cooler.". The brutal truth is that no one is going to bother past that. Getting into the industry as a junior is very hard, but it's…
The most important reason to make a contract is to simply clarify as much as possible what the job is. It's a communication method, first and foremost. Never sign a contract you don't agree with, or don't understand. Educate yourself. Get professional legal advice, it's totally worth the cost! If you don't understand part…
Thanks Lukaz, the process is almost like everyone I believe. To make it faster I decided to bake the AO using Xnormal rather than 3DsMax, so to be honest nothing special, just define high and low poly meshes. On the UVs I maintain the most important elements bit bigger so they can have better detail, nevertheless in one 2K…
not the first time I notice this from you jason, and others in general, but you have a lot of super sharp edges and 90° angles that will not read very nicely on the normal, which is a shame because it'll give away the illusion of depth, even with a good AO, like there's already noise/aliasing on your screengrab which is…
Yozora: If people can't say no, they need to grow a pair! It's not considered rude to decline someones request to write a recommendation --as far as I'm aware--, and I wouldn't let myself be guilt-tripped into it easily. I would very much appreciate a recommendation from team leads as well as colleagues I worked closely…
@JordanN I don't have much experience in the mobile field, so it's hard to comment on that, but from what I have seen people posting on artstation it seems to be a bit more traditional route where artists are still creating assets/world art etc. Although if you look at how exponentially better the fidelity in graphics on…