Hey guys. Just curious, to all polycounters already working in the games industry, how's your motivation to work/practice when you get home after a day of work? Can you do it? Fortunately or unfortunately in our line of work you should never stop learning and you need to keep practicing, otherwise you will stay behind.…
1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
I can see where you're coming from. I was in the same position back in '98. It's a bit of a chicken and egg problem. "Why would I go to a school to learn how to create art if I already have a folio and know how to create art?". I wouldn't have been in the industry for the last 10 years if it weren't for one of those…
I'm a bit late here :sweat_smile: ..but i thought this is somekind of interestesting.. at first i rescaled and repositioned the back so that it fits to the front. Then one might see that the "resolution"/density of the mesh does not really fit.. so there are some triangles when doing this.. ..or some re-topology work might…
Well, i am in almost the same position as you. It would definetely be much easier to find a job as a 3d modeler than character art, specially if you want a job as soon as possible. But that doesn't mean it won't be hard, the competition is still tough for almost every aspect of CG. It really depends on your country, look…