I think your assets are good, but you should work your presentation a bit. There was some good discussion about it recently here : http://polycount.com/discussion/comment/2573975
There's money in design, if you're good at it. I'm an interactive designer at a 250-ish person advertising firm, and my salary is closer to six figures than it is to four. Plenty of opportunities for work on the side, too - I just finished a freelance job I charged $70/hour for. The fact that there's so much cheap/shitty…
Just adding some information. New collage graduate in my country usually start their career in studio at around $250 USD a month. So yeah we can definitely live quite a good life with $15 a day, ONLY if we're single with no commitments at all. Possible for a 21-year-old tho.
Hey EQ, I was under the impression, rightly or wrongly (probably wrongly), that max tarts about with padding and anti-aliasing, causing weird streaky padding on the island edges? I thought that maybe something like this might get a smoother finish which would keep the map clean and improve its compression? There was 25kb…
I highly second those crashing problems, unity is not made for something too complex or graphical intense apparently Still i had to laugh at their comparison images from their blog. The first unity pic has like extremely mip-mapped textures. If they unable to change texture settings or enable anti aliasing then sure it…
If there is a spec map, it's not really showing, everything just looks very diffuse + I find that using a spec map without a gloss map is not the best idea, given how important gloss is together with a spec map unless you are given that you can't use one due to constraints ofcourse) And that we are now moving to pbr where…