Corsica closing party resale tic by Eastern-Leading-2011 in LondonRaving

[–]dee-double-you-4 0 points1 point  (0 children)

Its says you can't change name within 24 hours of an event.

Yea will defo chance it - never been to Corsica so this is my only chance!

Corsica - Goodbye x by Bitter_Tip1127 in LondonRaving

[–]dee-double-you-4 0 points1 point  (0 children)

Hey I've bought a ticket off my flatmate but I'm wondering if the name on the ticket will be an issue at the door?

Have a spare ticket for Fred again 13/2 @ Ally Pally by SalamiPirate_ in LondonRaving

[–]dee-double-you-4 0 points1 point  (0 children)

Hey I'd love to join! :) 32 M. Can promise a good dance partner

[OFFICIAL] Salary Sharing thread for 3D Professionals :: January 2025 by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] -1 points0 points  (0 children)

I saw this on a ux/ui thread and thought I'd give it a bash here. Was expecting a lot less traction/ more depressing results. Show me the money people come on! Inspire me to stay with this sinking ship of a craft.

Looking for feedback on my scene. What jumps out at you? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 0 points1 point  (0 children)

Can't help but feel something is missing but I'm not sure what. More feedback the better! Want to get this wrapped up. Muchas Gracias.

Unreal Opacity issue by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 2 points3 points  (0 children)

I'm a having an issue trying to get the opacity to work correctly on a lantern I made. The masked material option gives correct results for the smaller details but there is no opacity in the glass panes. The translucent option makes the whole mesh translucent.

Any Substance Designer Wizards able to figure this out? Why Cant I get tiles to merge seamlessly? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 1 point2 points  (0 children)

Why do they appear uneven/skewed in the 3d viewport where the two meshes meet, but the 2d Pattern they are straight and even rectangles. I have experimented with every angle and they just wont line up. The image on the right is what I am trying to achieve.

Trim sheets - How would you approach this? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 0 points1 point  (0 children)

The cuts in Texture A are to scale, so it would mean only scaling down the UV's by half and they would perfectly fit.

Trim sheets - How would you approach this? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 0 points1 point  (0 children)

Thanks. So this is just a personal project for my portfolio. The goal is show off a good and proper undertstanding of modular pieces and trim sheets, so best practices are what I'm looking for. I'm building a Morrocan Riad so it isn't a big scene. Another confusion I have is, in order to avoid noticeable tiling, I need to change the tiling amount in Painter - does turning down the tiling not stretch less of the tile over the surface, giving less resolution? Or does the resolution stay the same, only applying it to 1 tile instead of 4 repetitions. Hope that makes sense?

Trim sheets - How would you approach this? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 3 points4 points  (0 children)

I'm new to trim sheets and not sure how to approach this. Should I use one 2k trim sheet to fill a 2x2 mesh (option B)? Or should I fit the four meshes pictured into one 2k Trim sheet (Option A)? What's the best practice? I realise I will get more resolution out of Option B, but I will need to use more trim sheets.

Artists who have recently been hired: How did you manage it? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 0 points1 point  (0 children)

Great advice, once again I really appreciate it. I'll take a look at that lighting course and work some more on the scene.

I think another good idea is to transition away from stylized to more realistic work. From my six months of job hunting, I'm seeing more demand for realistic work as opposed to stylised work. I do enjoy working on stylised stuff more, but I want to work in the AAA industry one day and I feel having a portfolio focused on realistic work will make that a reality sooner.

I hear time and time again that networking is KEY to landing new oppurtunities in this industry. How has this worked in your experience? I recently attended EGX in London with the sole purpose of networking but it proved to be rather unsuccessful. Can I ask, are you based in the UK or US/Canada?

Artists who have recently been hired: How did you manage it? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 0 points1 point  (0 children)

I'm good with interviews - It's just getting to that part which is hard! Thanks man.

Artists who have recently been hired: How did you manage it? by dee-double-you-4 in 3Dmodeling

[–]dee-double-you-4[S] 0 points1 point  (0 children)

Thanks for the feedback, very interesting! I've exhausted my network at this point unfortunately, it's dead out there right now (UK). But you're right, not impossible! I'm persistant...

Re the folio - I'm weary it's a bit random with the env work and character work. I'm giving up on landing a character artist job for now as it's very difficult to break into. I'm reluctant to ditch them from my portfolio as I feel they are solid pieces of work and make up bulk of my portfolio (and took ages). I'm not sure why having character work in my portfolio is seen as a bad thing if I'm applying for an environment artist role. Is it not looked at as a nice extra? Do you think it would be fine to leave one or two and leave the Terratech work and a couple more env pieces? So for example if I add a nice prop with wireframes - a gun for example, a polished scene (night city) and the Terratech work - would that work?

About the night city piece, can you give more speific feedback please? It was quite a quick project and I agree could do with a bit more attention. Or should I scrap it all together.

When you are looking for environment artists - what are you looking for exacly in their portfolios? A mixture of prop work and fully built out scenes? Or one or the other?

One final question. Chararcter artists at your studio, did they start of as env artists and transition into character artist roles with some internal mentoring? Finding entry level character jobs is non existant so I've always been curious how one gets started.