Okay, so here's how my gun turned out: 6281 tri -- 1024X2048 Textures Maya Viewport I ended up aiming for as close to 6k tri as possible, since that seems to be around where most next gen guns are that I've seen. Also, there are still some minor normal map issues, most notably on the sight there in the screen where the gun…
IMHO, at this point in your career you would be limiting yourself too much by not learning either Max or Maya. How will you sell yourself as better than all the other applicants for a junior position when most of them are going to be well versed in either Max or Maya AND Zbrush? Will your portfolio be so much better than…
Yeah it depends on what the asset is to make 4-5 in a day from one other high poly, low poly etc. That is a lot of work in a day but it can be done. As far as art tests go I think they are hit and miss. My art test for Cryptic was TERRIBLE. It in no way showed what I could do. I was in the middle of moving, getting ready…
Where to begin?I've been in the industry on and off since the mid-nineties but since freelancing in 2009 have found myself drifting away from the AAA scene and more into Indie game dev. This suited me fine for the last 10 years, allowing me to spend more time with my family, but I'm now in the situation that they're off to…
I'd say you actually went a little overboard on your modularity. If you have 590 windows alone, are we looking at close to 1000 separate meshes for that building? Performance optimization is always tricky and always a balancing act. Modularity mainly saves on memory footprint, but going overboard will mean taking a hit in…
-I recently ran into this problem myself using older tech. Using the above mentioned logic- since a gloss maps is essentially a surface roughness map- you might be able to fake it by adding various frequencies of noise to your normal map. Thus the necessity of gloss maps for that "next gen" look (whatever the dick that's…
@Neox yes, 100% mate. Real-time character work doesn't have the luxury of UDIM texturing, but with next-gen assets you can afford to have the face on its own texture sheet. NPCs and background characters aren't going to matter as much as seams/mipping will be unnoticeable for the most part. @thomasp As for the benefits of…
Never? Thats a long period. It might totally not work out yet but i really think it could be a great way of distributing games for players and developers in the future, connections getting faster and faster, its just a matter of time, its great for players, they don't have to buy the latest hardcore machine or have to buy…
All of the pieces you have in your portfolio all look last gen, maybe taking them and updating them to fit modern standards would help (using PBR, higher poly counts, etc) *EDIT* I feel I should go a bit more in depth in some of the exact problems that I see. One thing is that most of your images are smaller than 1920 x…
with you're textures you're just slapping on whatever you found from CGTextures, adding a little bit of wear, and calling it a day. it looks really amateur-ish. work on painting over the textures a lot, as well as trying to hide seams when you are texturing you also should work on your geometry - e.g. deleting/welding edge…