Alright, so I'm done with the model. I mean, I'm not done with the model, but I need to stop working on it so I'm calling it done. Now I need help coming up with presentation shots. This is my first portfolio so I don't really know the in's and out's, do's and don't's. I figured I will want the following: Contextual images…
I don't think the warehouse job just has a place on your resume, unless I'm seriously mis-understanding what the job entailed. I'll put it bluntly, like my advisor told me: The worst thing you can do is waste a recruiter's time, because they don't have much of it. So why would a recruiter care? If you're going to put…
How does a roughly 90% placement rate of GH grads into the game industry sound for starters? Check out the graudate testimonials on the placement page. If you've found the website, I encourage you to visit the forums (http://guildhall.proboards15.com/) and ask the students and grads who hang there. Or you can ask me…
Indeed guys. Valuable stuff. I've got a friend the same age who I have known for about 7 years and he was always the one drawing Dragon Ball Z fan art, mechs and bio engineered zombies which could regenerate their arms. But I just found out, after not speaking to him for a couple of months, that he is going into Banking. I…
It really depends on the project, the engine and the object but in general if its going to have a few textures, create a multi-sub object (click standard and change it to multi-sub) and add new textures to the multi-sub assigning the ID's as you go. So you have one master material instead of a bunch of separate ones. This…
First off you could have posted this in the CryEngine section :P For your problem, I don't really get it, the material editor also didn't changed a lot (you don't have to use the node-based version just change to compact and you get the good old editor). Now to you Question.. Just create a simple Box that fits the size of…
There is one way to do this for deformable meshes... I wonder if this is what they're doing? Generate some low-res cubemaps at various positions in the scene, then give each one a volume it can affect. Project these cubes onto the model, so as the model moves through the scene, it transitions from cube to cube. Next,…
I think one of the biggest keys to hand painting textures is painting the highlights and shadows. I really think that it's vital to learn how to do that. If you use Photoshop, then either A) use the dodge and burn tools, which are very powerful for painting highlights and shadows, or B) create a layer (named" shadows")…
Update , textured the crane : I paid attention to the issue of AO in diffuse meant to give low-freq details, as well as painting a layer for pure color (red /beige ) with soft gradients of discoloration for the same reason of having low-freq / big scale details that help reading the volumes and making the model more solid…
It is an ambitious project to be sure. Our last project (Weapons Factory Arena for Quake 3) had a popular lifespan of about 3 years and Quake 2 WF lasted about 4 years. It very unlikely that we will have unique assets for each and every weapon during our initial releases. Over time though, anything is possible. Weapons…