I started a graphic design company with a business partner a few years back. We folded after being in business for a few years, but I learned a lot from the experience. Here are a few pointers. 1. Don't get an office unless you REALLY need it. In this modern age of distributed computing and easy teleconferencing, an office…
Thanks for all of the feedback everyone. It's given me a lot a good info to continue to move forward. @Pampers, Paunescu.Daniel had it right on the money, I used a depth based alpha node in the shader network for the water edges. I broke it down from Phill Johnson's water flow map demo: http://phill.inksworth.com/tut.php…
Failing is a huge part in how I learned this stuff. I can't count how many times I've locked up my machine with a bad while loop. Yeah, I'll have it where it explains what it's doing and why. I comment a lot :D An example: using UnityEngine;using System.Collections;// the class ghostMovement HAS TO BE THE SAME NAME AS THE…
Thanks, it's a mix usually. I tend to work a a lot with photos first, to get a quick base and then go in and handpaint masks like scratches and rust and stuff, I also try and add subtle gradients wherever I can to add a bit of depth, but have to be careful with that depending on how the texture is supposed to tile. Other…
Heyoooo - another update! I started the hair texture but decided to do the skin texture first. This way it's easier to tweak the hair, since this is the part I have the least solid idea of how it should look. Skin is skin, not so much design doubts there. Solve the problems you know how to solve first, right? I tried to…
***NEW UPDATE*** Sup everyone Since last time I've been working on some modular assets and some materials. I also started working on the layout of the scene. Here I have made a small amount of assets that can make up some buildings. I've created a few wall pieces as well as a door and some wall details. Top are the pieces…
My unwrap workflow for the last few years has been a combo of 3dsmax/Headus/Zbrush(seamless switching with bridging tools so it's like having all 3 sets of tools available in 1 package, essentially. Using all/none/or some tools from whichever toolset makes for ultimate flexibility. But Max's unwrap tools have gotten a lot…
Hi Mop, yes there are upsides to directly using dds textures. In most 3d apps psd and tga both take a lot of memory so loading big scenes becomes a huge hassle and crash often due to memory constraints. On need for speed undercover we authored the whole world directly in max and using psd's plugged into the shaders killed…
I work in the games industry now as an env artist and was in the position you are now in two years ago. You are very close and probably good enough to get a graduate/junior position. In the meantime you must keep blitzing new work and keep on updating that portfolio. The stage you are at a few more pieces will still…