Really great advice here guys, I appreciate it! s620ex1, I think I actually just ran across that image from razer: http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=normal_edge_thickness.jpg I haven't collapsed most of my modeling stacks for the high poly, so I'm going to try and go back and add some…
1) SOFTWARE You're on the right path basically. Outliers for software include Marvelous Designer for cloth simulation, Houdini for procedural mesh generation, etc. I personally use 3Dcoat for retopology (and handpainted texturing block-ins) Substance Painter is great for material-based texturing. We use that here at…
You should be fine with those objects, to be honest their shapes are relatively simple for someone with nil experience and the compensation part would I reckon serve as a nice incentive too render your best efforts for your client coupled with working around other day to day commitments. Now in regards to software, well…
The hardware utilization percentages are totally meaningless... theoretically, you could measure how many CPU and GPU cycles are spent working without stalling, how much of the clock cycles of the internal and external buses are used for data transfer, how much memory is left free and so on. We all know it's impossible to…
I think you have to become as an artist indispensable, and this might tie into any other career. But you have to keep up with the time, you have to become versatile, you have to create and be creative, and just be a good overall artist so they don't give you the boot to be replaced by 2 youngings coming out of school. I…
The Art Bible is a HUGE term across many many studios. You cannot start a production without it. In my 10 years in the industry, every game I've worked on has had an art bible. just google "art bible game production". I'm not sure of your game experience, but I gather you are fairly new to the industry when you state a…
Mass effect 3 demo made me feel like the final would feel like DLC expansion to meII rather than a new release. For those that feel the art and gameplay rendered fine... I suppose that is just fine. But as beautiful as some of the sculpts seem... UE3 can really uglify an otherwise excellent sculpt in my opinion. I suppose…
yea I agree with these other duders, make small manageable scenes that are interesting and convey an overall sense of a complete environment. I hate seeing porftolios claiming to be an environment artist with like 3 props. props are a small slice of what an environment artist does, things like composition, the overall…
So much misplaced criticism. I seem to recall some discussion from the Naked Sky (who made it) about how small teams can still make games without millions of dollars by not killing themselves with inappropriately massive artistic requirements. I don't expect it to be understood on an art forum, but not every game has to be…
The first Hulk movie was extremely slow and plodding. It had some of the worst pacing of any action film. In fact, I'm not sure it can even qualify as an action film. Naturally, that is not a criticism of the film itself, but of its marketing. It was billed as a big-budget comic-book adapted action film, and in that regard…