Hello, guys! Hope you're all doing well in the new year. I'm facing some issues and confusion in the past 2-3 months, not knowing exactly where my place should be. Here's a little about me for context: I spent the last 4 years working as an environment artist & technical artist in a video game studio. Everything well and…
Like can you get good results with it? I'm not sure if that's what Hossein Diba uses in his final renders? I'm trying to decide how to do the hair on a character I've been spending too long on I made a really complicated outfit with so many subtools so i feel like putting it all into maya (and probably resizing it) would…
I agree with what others have said, the only thing that actually costs anything when it comes to building an art portfolio is your time. yea substance is 15 bucks a month, but so is a trip to go see the new avengers movie. as in, the cost is so minimal i wouldnt really consider that a make or break it factor. the one thing…
Hey Two. I think at the end of the day as a designer the sorts of decisions you make fall back on your own adventure. Your concept idea has been pretty much the same so I don't think that's drifted too far away (the only thing I can't tell right now is that it's powered by lightning) but your shape language has gone…
What did one Trojan say to the other outside of a Gay Bar? - Want to go in and get Shit-Faced? The Joint Chiefs were together having an argument over who had the bravest soldiers. They argued for 3 hours until they settled on going to each of their respective bases to have a member show what bravery was. They decided to…
I like Uwe and i think he gets a bad rap. people act like he is responsible for ruining the genre of video game movies.. but think back.. whats a good video game movie by.. anyone.. the closest i can think of is rez evil 1 and it was not great.. just pretty much the best of the bunch. (that i can recall) people act like…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…