Freelance is what a lot of people need to build up skills, offers a bit of money as compensation but low level freelance will never pay you 'livable' amounts of money. Some people survive off of freelance but that comes from usually bigger companies with higher pay rolls; the average boss looking to hire freelance artists…
so if you have technology to teleport bullets into the barrel, why not teleport a bomb into the enemy camp instead. and why hasn't the world been blown up by terrorists teleporting into nuclear silos, and then teleporting those warheads into the major cities of the world. besides, teleportation is inefficient over shorter…
hey dude, overall nice work as others have said the amount of bloom in your scene is waahaaay to much id bring it down and maybe light up the scene just abit more so you can show off the assets and other pieces of the environment rather then hide them as they are now, specially with the amount of lights that are lit in the…
pending the amount of polys you're going to use, vertex painting on some dirt diffuse/spec and painting normal intensity should break it up a fair amount. Probably want trims/patterns on the tex sheet, and make your current blocks larger. Give the blockout more character + shape. Check out the guys doing the arenanet…
Looking good Sam. Not a website critique, but a resume one. Your resume seems way too drawn out. 3 pages is a fair amount for someone with a good amount of experience, for a junior it is pretty excessive. Try condensing it into one page. Picture yourself as an HR person with 100 resumes to go through. Reading a full 3…
I just tested out and only solution I could get was add one level of smooth. If you can get your hands on some assets like this from professional enviro artist and you see higher amount of geometry for arches that would confirm that it's the probably the best way. I couldn't find a way to take out waviness that low amount…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…
Hello. So I just finished texturing one of my statue props and when I exported my map from substance it gave me an large amount of edge padding that makes my maps look weird. It still looks correct in my viewport render, But if I wanted to showcase my 2D texture on my website it couldn't because it looks to offputting. I…
Although most fighters do look more like Liddell, it's not at all unusual for fighters to have a very low amount of body fat in the lead-up to a fight, since most cut a substantial amount of weight. So it doesn't look especially unnatural if you ask me. Take this picture of Kyle Kingsbury for example. Of course this is at…
Lol, yeah, America is the devil, and every other country can do no wrong. Humans suck, it doesn't matter what fucking country they're from. With power comes corruption. The only reason America gets ridiculed so much for the things we do is because we're the only country that has the ability to do these things. Give any…