Followed the tutorial, worked fine for myself, I get what you're trying to do now. So the modifier stack is just a way to replicate FWN without using an external script - you want to do it this way for sake of non destructive. You're using highpoly and lowpoly in regards not for normal map baking but rather lowpoly to…
I seriously doubt anything like that works often enough to have any kind of expectations. You can increase your odds by doing a couple of things, but most realisticly you will fail. Why? Because even start ups / companies with serious money being put on their disposal using experienced people fail delivering a product (or…
Well, judging by what you said I'd say proportions. It's something many people skip at the begining, and just go by the eye. Eventually if you start putting assets in the game engine, you need to have real life scaling because (at least in UE4) lighting behaves like real life and those measurements will come in handy,…
Sledgehammer Games, developers of Call of Duty Advanced Warfare, is hiring! Must be able to work onsite in Foster City, CA. Games experience preferred Reel/Portfolio must showcase examples of hyper-realistic effects Contract/Temporary Opportunity…
Don't get yourself worked up about the philosophical trap that entails what the term "art" is and what it applies to, people in the fine arts community have debated what is art or what makes an artist forever. Titles mean nothing besides what your current job title is during payroll. I used to do freelance contractor work…
Yup. You're missing a LOT of context. It's REALLY hard to ramp up a good team, and it's even harder to retain them. When I joined Eidos, this job posting with was literally open for well over a year without a single qualified applicant. I had to be coerced by a lot of friends here in the studio to even apply. It was…
What kind of work are you looking for? It's best to tailor your resume, adjusting it to each specific job you're applying to. I would suggest removing all the fluff (photo, inspirational summary, graphic design layout, etc.). Hiring managers just want the facts, don't waste their time with embellishments. The things we…
Would be nice to see the concept you worked from. I see that you have it in the corner of your process image but it is extremely small and hard to see. The first things that jump out at me right away is that all the surfaces on the weapon feel very similar. There's not much in the way of material variation/differentiation.…
To answer your latest question yes, the seams do still show up without the normals applied. So here are my UVS, I chopped off the unnecessary part of the UV maps to save some space. The top UV section are the UVs that I used to paint my diffuse, generate normals etc. The painted red chunks are where you see the seams in…
1) Is it dynamic? Because changing the dynamic properties of hair and cloth, from soft and flowing to clumped and heavy is not exactly easy or built into unreal. What physics solutions are you using? Apex Cloth? Nvidia Hairworks? Or... is the hair mostly helmet hair and you just need to change the helmet and you're not…