I'm not a professional but I can try to help. You want to show as much info as you need. The bottom left shots are good enough. You only need to show wireframe if you're trying to prove you can model stuff. You probably don't need to show off your individual texture channels as an AD would be able to recognize the…
This is round 2 of volunteer recruitment. Our project has been afloat for a couple of months now and we have been holding together nicely. We have been doing pre-production and early art development. We are nearing a point when we will need animators in particular. We aren't very elitist, we really are here to learn the…
Before I say anything else I should probably mention that I'm going for character art (fingers crossed, anyway) so modelling/baking/texturing is my biggest concern. I also occasionally rig/animate my own characters but having good rigging and animating tools are less of a priority than having good modelling tools. I just…
Thanke you all for the replays. EarthQuake: Actualy the sword has been sculpted in Zbrush and than I use that base for normal map. I actualy found out that for such little tiny detailes it is much better to do that from height map in PS, and using the normal map fillter and overlay it on the normal map. The resaults are…
Introducing Moon Ink Studios: As a game art outsourcing studio, Moon Ink Studios is committed to quality, collaboration, and client satisfaction. Our team specializes in the following services: * ART DIRECTION * ENVIRONMENT DESIGN * CONCEPT ART * GAME ASSETS * Unreal Engine Optimization * CONSULTING * SFX & MUSIC * Game UI…
Nice project, I think it's atmospheric :+1: Looking closer, here are some points that stood out to me: * Most notably, I think the tiling of surfaces is a bit too large, other sizes/proportions might benefit from some dialing in as well. What is the dimension of a wall tile currently? I would double check against some…
1) Like Neox said the 2nd UV channel is usually reserved for lightmaps. Some engines create this channel for you and do an automatic unwrap of your objects which in most cases works just fine so you don't even need to think about any other channel than the first. The automatic unwrap will assume that every face is equally…
I guess that you need texture to be able to access neighboring information or something similar? Editing per vertex has several advantages, and you can easily bake the per-vertex info by projecting the object in texture space in the viewport and doing a hardware rendering (like i did for uv reprojection:…
Hi there There is something I have been asking myself for a couple of years now and I though I'd simply ask here. Most if not all of us have heard about the Watts Atelier: http://www.wattsatelier.com/ I think it's a bt of a shame that all Waats students draw in a similar fashion but it's still a solid and remarquable style…
Greetings, My name is Justin and I am the Project Lead for INT. INT is a Sci-Fi RPG, that has been in active development for 8 months. We are looking for a comic illustrator to join the team. You will work with a writer in developing a comic for sale. If you are interested in joining us then please contact me at…