Hey all, There has been a discussion recently online about demo reels in a portfolio, their worth, and the weight they carry in a student's education. While a bit of a rant, I listed out the reasons against a demo reel from my own perspective as a Lead/Hiring Manager/Portfolio Reviewer.…
I was looking into getting a job in the US. It's a nightmare- even if you pass an art test and secure a job offer, you then have to be lucky enough to get the Visa as they only accept so many applications a year. And THEN, if you get that, it only lets you work there for 6 years, after which you have to apply for a Green…
pre-warning: I suspect that there have been threads in the past that have had a discussion on this very subject. I have honestly looked around for them, but found nothing solid. So if you think this thread is unneccessary or the discussion has been opened too many times, please excuse me, it's not my intention to fall into…
Really like the renders and the scene is looking lush. I think you could up the bloom settings to get more of a glow from the light sources in the scene. And your lamp-post props are emitting light but for what reason? At the moment it looks like it's all being lit via the time of day, so I don't really see why the lights…
It's a hard skill set to market since its not as visual as art. I think you did a good job of explaining what you did in BR1. But it would help to actually see the triggers and helper objects that went into making that happen. It's also a skill set that is just different enough at each place that it makes it hard to jump…
I was wondering how I can make these textures look more realistic. I’m not done painting this but figured I’d come on here and
get some advice. I am in Substance painter right now using a neutral lighting
set up… I eventually plan on bringing this in Unreal and giving it a warm sun lit lighting
through the window.
Hi I'm having a problem with a texture for a character/creature I'm working on. Somewhere along the way, I think I've screwed up the padding. I've exported out various parts of my texture from Substance Painter - mostly masks - in order to sort of collapse layers down to reduce the file size as it was getting too big and…
Looking at the modular kits I would say the damage may be part of the tiling texture. It looks like they're using a larger trim sheet. At least 2048x2048. The brick is one strip and has the damage worked into it. The modular piece you posted is just modeled and UV well so that the corners line up with the damage. There may…
I'm wondering where the flat list option should get in the UI. I was seeing it like an option of hierarchy treeview, but it could be a new mode like how you've done it. Also, the selection set makes me drool. The way you could hide and freeze object there too is cool, i didn't think about it. But more important, direct…
You need to keep in mind that custom tools and scripts get written for specific apps and it can be difficult to maintain tools for a bunch of different apps. It's more likely they would build a set of tools for one app, and you would need two seats of software, which if the studio sees that as an asset they'll go for it,…