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So in order to get employed, you first need to spend a lot of time making a demo reel ?
Sounds like a lot of fun though, working out every idea you have ![]() Another reason for me to think of studying 3D modelling instead of architecture... |
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Your texturing skills need to be developped further before showing them off on your demoreel.
Modelling wise you need to focus on next gen content. Start using Zbrush and normalmaps and so on ![]() Everybody gotta wear clothes, if you don't you'll get arrested |
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I'm trying to mimick scenery built out in a video game such as grand theft auto, driver parallel lines, Burnout 3/4, toca race driver, gran turismo 4, or any other game featuring environments that have extremely wide environment extents. If I were modeling for first person shooters or something that's storyline will place you into small and very controlled roaming style environments, I would be doing things quite differently. This is one of the reasons I'm not normal mapping anything outside of this weapon... and I'm still debating whether to normal map the thing or not... Quite frankly, looking at games like project gotham racing 3, I think normal mapping doesn't really offer too much for gaming, due to the fact that games can apparently handle at least what is it, 8 vehicles at once or more with 100,000 faces each... not to mention the environment, so you're probably looking at the ability to handle about 1,000,000 faces per scene... so why use normal maps if that's the case? the detail can be modeled out and give you a better framerate apparently.
anyway, yeah, think need for speed traffic vehicles, when you're looking at the cutlass ciera and the miata. ![]()
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Not entirely true.
but i see your point. I was just saying you should focus on next gen stuff if you want to make a chance. and you never said anything about my comment about texturing. ![]() Everybody gotta wear clothes, if you don't you'll get arrested |
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I really honestly can't say I see what you're talking about with them not having a good base, and they're not as high-res as you'll see in the typical small-environment next gen game, because I've got to try to conserve texture space whenever possible. It's a good tradeoff to have somewhat undersized textures than to have a slideshow of a video game due to textures constantly having to fight for top spot in the graphics card memory. ![]()
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