So to draw things on even longer I've kind of scrapped the low poly thing and am working on producing a nice high res render. At the end of the process I might see how closely I can match the high res with the game version but I'll see. I think my rendering skills since I've been working on games have really fallen by the…
I can only speak for myself and the other artists on the team I work with, but for us, it's: - Generate low-poly basemesh (if necessary, sometimes we'll just use dynamesh/zspheres) - Sculpt high-poly mesh in zBrush - Retopology (I use 3D-Coat personally. The retopo tools are really powerful.) - Unwrapping (UV Layout is…
Don't worry about a demo reel unless you're an animator or f/x artist; quality still images are much more useful. The 'Work' heading on your menu is misleading; it generally implies a link to a work history or professional projects. "Portfolio" is a more common title. If you're interested in console/PC work, you should…
I picked up the latest version of gmax which was 1.2, because the older one that polycount links to can no longer be registered, and i noticed that you can only export "plasma" files .ps extention i think it was. I also downloaded blender, and have been watching some of the video tutorials, which are very handy. Does…
[ QUOTE ] The thing is, that it's still vague as to what precisely you mean by 'most people'. What I was talking about was specifically how prolifically max is used in the video game industry. And the reason for that is primarily historical. The reason that it's largely the tool of choice for hobbyists aswell is that it's…
[ QUOTE ] pior, dom and rick have the idea. I mean back in the days when you saw new PPMs weekly on polycount it still took a great deal of work to coordinate any kind of effort. For every restriction/rule you try to enforce, however minor, like half the potential contributors are going to drop out. Also, for every 10…
You've got a series of different problems right now that you've kind of lumped into one issue. However we can break these down so their easier to solve on their own. I believe the first problem is you haven't really nailed down what you want to be or do in terms of a 3D artist. You've done hard surface modeling for a year…
Hello I have been using Vray for quite some time now, i work in 3ds max and i do mainly enviroments (for non real time (game) use - not really low poly). So far i was always setting my lights (lighting the scene) while using standard Vray renderer (adv) not the real time - RT. I always set up a light, made a regular render…
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