I messed around with the idea of using deep EXRs (which i assume a cryptomatte is or it wouldn't work properly) to manage texture sets a few years ago and while it worked fine the additional overhead of processing and previewing the data - as well as maintaining any tooling - far outweighed the tiny benefit you get from…
Definitely a fair assessment. That said, a huge majority of those studios don't employ Character Artists. Many of those 600 are studios like Zynga, 2D studios, Flash studios, or focus on puzzle games. Or are indies that simply would go with a freelancer. I don't think it's a couple thousand at all.
Is that just the smaller studios or the larger ones as well? I know that generalists are very good for smaller studios' schedules because of the lack of people in those studios... Do larger studios need generalists as much? Anyway, best of luck to all of those affected. And good thing that you're helping, Spark.
Portolio, experience, who-you-know over piece of paper. I know a guy who was a qa contractor. Went from big studio to no-name studio where he started as qa lead. Showed he knows UDK and was able to transition as a designer. If he wants to go back to a big studio he now has something more impressive than just a…
Consider that many people on polycount are professionals with quite some practice under their belts. Also, the attitude of getting to "pro" level and then joining a studio is nonsense. There's no "pro" level that you suddenly reach, and after that you're done. As artist you have to continuously work on your skills, and at…
A general web search for 'pbr wood tutorials' should get you some good results. What may be infinitely more beneficial is to take some time to study the reference image and try to breakdown some of the details that make it look the way it looks. For example here are some observations that jump out at me: a. all the edges…
3D production studios? After job searching for a bit I thought I might expand my job market to anyone who has any sort of 3D production (instead of only game studios). Does anyone know if there is a site similar to gamedevmap.com that is more for production studios? Like art houses, commercial work, etc. If not a site,…
Hey guys, recently managed to get as far as an Art Test for a studio but unfortunately I failed. Kindly, I managed to get some feedback from the studio which was helpful. I'd appreciate other people's input on what I produced, and on what the studios comments were. I should say that this was for a junior environment artist…
I made 2 tutorials that largely cover this in one aspect or another that are super basic tutorials so should help out a little bit: http://studio-erebus.com/studio/tutorials/2003/uvw/uvw-dice.html http://studio-erebus.com/studio/tutorials/2004/uvw-multisub/uvw-multisub.html
Hey there guys. These things are cool. I need to be a better 2D artist, so I'm resolving to do at least one value study a day for the next infinity. I plan to do only black and white studies for a while so that I can get a bit more confident with how straight up values work on different materials, then branch out into…