I'm an environment artist, and I started my professional career during last gen where the asset creation pipeline was pretty straight forward and revolved around the following: - Props with unique diffuse/spec/normal textures, all within 0-1 UV space. - Tileable textures with or without vertex color blends (and blend maps)…
How I finished and published my first game which was a clone of old school turn based strategy game (in 10 weeks): 2 people. Myself doing art, sound, and level design. Partner writes code. Game design is almost carbon copy of decades old game, which itself was copy of a board game. Only difference was we stripped out half…
I had assumed it was prototyping, but the way it works client side is that because of deadlines (I'm guessing) the artists that work in engine, never really get to see what things look like in game because that would delay a build since everyone is in such a mad rush. So this is a finished asset for the time being, not…
I think you have a few issues at hand here "Why would it matter if I model in Blender, 3ds Max or Modo? I can export the object in a universal format and there will be no problem whatsoever for someone else in the studio to use it." besides plugins, engines can be synced to the tool at hand, triangulation is also different…
I would say go modular - though not with 1 meter wall slabs. I would do a couple of walls and see which walls could I reuse in other sections of the house. A modular pipeline would allow easier navigation around the scene, would probably take less polygons in areas, and as previously stated re-usability of assets; for…
Here you go guys: http://www.glitchless.com/dawn.html The perfect game, it's been under developement for over a decade by game designers with "big ideas". It'll be amazing, probably just taking a lot time to beta test, you know, with the permanent death and all. I'm hoping it'll be almost as good as Diakatana. Keep the…
lots of good advice here. Some advice from me as a supervisor of what I expect of people I hire. Of course, it's hard to demo them in a reel, but those are the traits I see in people who will do well in the long run, especially if you want to eventually move on of being a grunt. Ideally you want to become an artists who…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
Is this software rendered? or in an engine. If its not in an engine...have you considered this? In addition to what Sectaurs said: In general your scene just isn't visually interesting. You have a nice start, but you just don't really have any interesting shapes. You really need to break up all the flat lines everywhere.…
I feel like the weakest part is the design. I understand you worked from reference, but much of this weapon just doesn't make sense. There is something like a picatinny rail on top, but its flat, so you couldn't actually mount anything to it. The front and rear sights aren't really sights at all... Looking at the side…