Hello Polycount. Time for me to show off something i have been working on, but i need your help. Im an enviorment/vfx artist looking to do some sculpts in my freetime, beacuse this is an area i have always wanted to be good at. Anyhow, with this one i started off solo and probably should have made a thread right away so i…
Hello,I got questions and if someone can help me i'll be very grateful. It's about when building a level.Let's say i've got some simple objects like walls,floors,fences..and all of the obj's can be easily build like Bsp in Unreal. Which it will take less performance(mesh from 3dmax or bsp) if i use the same polygons count?…
A snippet albeit cross post via the OP's sister thread on CGTalk: Before bowing out of this discussion, a further note in reference too this thread's authored circumstance. Now taking into account the litany of factor's the OP had shared, I find it not a little odd given his limited resources to then forecast embarking…
Having made a movie and finished a game demo, I can say that making a game by yourself is about 10x harder than a movie. the tech with the open source engines is getting much better and making it easier. One of the drawbacks I felt of developing a few years ago was that my game was going to look like crap by the time I got…
I would say yes. My advice would be to continue to work the lighting gig, and do some sweet enviro work in your spare time to build up a folio. With your lighting skills, you should be able to make your stuff stand out from the crowd if you put your back into it. As a lighter, you know that good lighting can make a simple…
Making enviros is different to the traditional character work flow. Being of a character background and moving to enviros for more of a challenge, making highpoly assets for all of your environment pieces can be a waste of time especially if you are utilizing tiling textures and trim strips. Sure there are unique assets…