I hear this turn of phrase thrown around all too quickly with regards to uni courses. It sounds like great advice, but it doesn't always pan out as such. If the course teaches you very few usable skills (as I've said in the linked thread, my housemate graduated the Teeside games art course without even being able to unwrap…
Thanks for the link, Eric. I'm currently working on a project that revolves around some higher-tech interior environments, and I've been focusing my modeling and normal mapping on modularity. It's been torture to get all of the different hallway sections to be seamless when butted up against each other, but it's moving…
Hey all, giving this comp a go for a bit of fun :) Going for blacklight themed lighting. Think of the forest in Avatar, or when you're down your local bowling ally and they turn the Uv lights on (Two very different examples there!). Anyway hope you like, all comments welcome :) Cheers!
Wow! Awesome seeing all of this in one place. Being able to be at RAD and being constantly surrounded by all this mind melting talent was truly inspiring. These images speak to what true talent that is at RAD.
If you're aiming for game development, it's better to present your models in real-time. It's a HUGE plus because people can see that you can integrate your stuff in a game engine and also, you won't be able to make rendering with mental ray or V-ray during the production. Here's some suggestions : - Marmoset Toolbag -…
What is Network? Network is an up-coming free-to-play First Person Shooter game set in its own unique sci-fi world. The game focuses on tight combat, a dense atmosphere, and high quality visuals. The game is multiplayer only, meaning maximum quality of the game in that regard bringing you pure multiplayer brilliance.…
It would be awesome if they were all collected into one giant thread. You'd be able to easily see all your competition and learn from each other, and easily see critiques on similar mistakes.
This weekend wasn't as productive as I would have hoped but I was able to put a little time into this project. Thanks again for all the reference material guys. You're all scholars and gentlemen in my book. :)
there's never been any concrete number. it all depends on the platform, engine, complexity of shader, memory budget... just use what you need to preserve the silhouette at all angles view-able to the player.
I used to have that on all the time, as I like to be able to see the verts & edges and such. But I ended up turning it off, and just using F4 to toggle wireframe all when I wanted.