You don't need a degree, you just need to be good (and also not an arsehole :) ) Some wisdom.... 1. You need to actually look at your reference and understand why things look the way they do. Every mark has a reason for being there and every object has a history. This is why real world references are good and refetences…
It's Sneasel! This is part of a series of Pokemon sculpt trials I'm doing to improve my speed and methods. Previously I did Slowbro and the project progressed smoothly. This one was a total nightmare of technical issues I had to deal with, but now that I've figure that stuff out, it shouldn't be a problem again. The next…
@poopipe i really just wanted to get an explanation to show why it is not gatekeeping :) I don't doubt that you know how to do your job at all, lol. I think what you've decribed would fall under a case of like, games beyond a certain production budget (e.g. they are big enough to warrant a full-time tech artist)…
I was slowing typing out a response here to everyone that offered advice when I stumbled on the issue: unreal doesn't take the material into account when lighting! I thought I had checked this issue when I viewed the 'lighting only' mode (as posted in that large image above) but it turns out that mode isn't just the…
I know the grind of wanting epic
renders without a studio-sized wallet. That’s why I built my own render farm,
piecing together custom nodes to crank out serious power without insane prices.
Pick a tier that fits your deadline and budget, from a handful of nodes for
small gigs to dozens for blazing-fast turnarounds. Thanks…
Ah Wiki, thank you for the reply. However I just realised the image I attached got compressed and the arrows I drew made it look like I was pointing at the seams of the UV. My issue is that I'm getting these crazy hairline cracks all over the normal map texture (see middle image attached), where there shouldn't be cracks,…
Ehhh.. I think it adds a sense of cinema spice into games. I mean, why would movies add shaky cam? Whatever the reason it was awesome in Children of Men. And Lense Flair makes sci fi movies like Star Trek look even more sci-fi and techy. That's why Mass Effect 3 and Killzone uses it, and why we did it in Fall of Cybertron.…
Razgriz, I'm a student to so what you are pointing out there is an interesting thing. The reason why mr gelmir and also myself tried this approach is that when you make your model, for game purpose, you don't know if you'll have to model everything in high poly. For example, why spend precious time on modeling a small part…
Your questionnaire seems to target mostly students and beginners. Some of the questions are very strange. For example: "Do Photogrammetry generated assets create a more realistic and more efficient result over manually/procedurally created assets?" heavily depends - thats why pretty much everyone answered "Maybe a little…