thanks again for the replies! I'd like to tell you more about the project and team. The works were started about 5 months ago and initially we planned to make some peace of next gen so we made a tons of technical and concept art (i'll show you some later). Every prop (from cup to administration building) we tried to make…
Yeah most big studios do separate Design from Art. Most that I know anyways. Like we have 2 different types of designers here at ND. Layout Designers and Scripting Designers and Combat Designers. Layout Designers: blockout the levels, they make the rough blockmesh level that the player will playthrough. These are generally…
I have also been contemplating this and I am trying to establish my own workflow. So I will share with you what I have being doing. But also follow Joshua's advice and do lots of search and you will find most of your answers. I am using 3dsmax in this example. 1. I have created a high poly model (a prop) and spent time on…
I haven't seen a huge uptake of World Machine probably because it's results are a bit unpredictable. For instance, I know it was used to some extent on Lord of the Rings Online, which came out 7 years ago but there are still plenty of studios that preferred having artists/designers sculpt the play space. Typically you have…
First off, feel free to post some images in your thread here, you'll probably get more replies. Most people have no interest in watching 3 minutes of demo reel and a lot will also bounce out of this thread the instant they don't see any images. That being said, some quick first impressions: Your work is all over the place…
yeah, Stuart forever :) 40k tricount is bit too high though, even for an fps ;) The mesh itself looks cool, but I think the 3d tracks eat big chunk of those tris. Usually tracks are made as polybands with tiled texture on them which scrolls when tank is moving. Modelling those track details in 3d is an overkill. Sometimes…
Overall port is not bad, though I agree with the scaling and lightwave. Please ditch both. Lightwave takes for ever normally, and just makes viewing clunky and slow. Look at other ports and see how they go about the posting of bigger close up shots. As for high poly, I disagree with CarlK3D. There is no need to do extra…
THANK YOU!!!!... And if you'd like to sell/share your motions, please consider the iClone "Content Store" or "City Marketplace" which seems to convert nearly all motions so they can work automatically in their Crazytalk 2D Software as well (and can be exported to any other software through 3DXchange)...? It *seems* easy…
I believe you got some good materials, but where a lot of junior artists get distracted is when you fill your portfolio up with small props. While it's not 100% the case, consider that studios now a days do outsource their assets. That doesn't mean you shouldn't model them but if you want to stand out, you need to build…
Hey man. I gotta tell you props for posting online. I meet so many people that are afraid to post work online and get critiques. So hey, props to you. Secondly, here's some critiques on the scene. One important thing is that scenes are cool, but the assets in it are the most valuable parts imo because if those fall apart…