I recently completed this 3D re-creation of an artwork by the wonderful
@winter_parasol
This was a challenging artwork to create and took over 400 hours. I'd like to thank
@winter_parasol
for allowing me to re-create his artwork as I learned a lot!
@yakotrick
Uni is horrible for art lmao. It's just a bunch of people who've never worked a day in the industry telling you what's good and bad. I was lucky my teachers were pros but I still literally learned most of my workflows from people I met in fan projects
Im bored so let's do something artists,
What is a drawing you think you're iconic for? and let people reply to you what drawing they think you are iconic for
@THERE_IS_N0D4T4
With the technical skill of the engineers at CDPR, I have no doubt they can mold Unreal into whatever they desire & continue making quality products. My concern is I think Engine diversity is important & the entire industry converging on a single tool can backfire in future
Age really has nothing to do with it, so don't let that get you down. It's all about experience. This guy had been making games since he was 10 or something. If you started at 30 but only achieved success at 40, that's still very impressive.
lol hey remember how WB Games created the coolest genre changing Nemesis system for Shadow of Mordor but then never used it again and then they patented the mechanic so no one else could implement that same mechanic into any other game?
I just feel so vindicated because so many people, including teachers tried to get me to drop blender or never learn it. I was even told "it's cute but won't go anywhere". How the turns have tabled
BRO TELL ME THIS AI SHIT ISN'T COPYING. IT JUST GAVE ME THIS APOLLO 11 IMAGE 1:1
the prompt was "a man holding a sausage in space on the moon apollo footage"
Moe's makes 99% of the artwork in clip studio then moves to photoshop so he can apply one or two super niche effects to the image. Once happy, he uses blender to make a 3D scene and then he takes this to Unreal Engine where he creates a 10 hour game. Once he has a AAA game he
@RalphMacSavage
"Industry standard" just means 'this is what's most popular'. In the case of many studios, it would cost so much money to move to blender and re-write all their custom scripts and re-train artists that they decide to stay with what they have
@Aeyga_X
@yakotrick
IMO the best way to learn is to just dive right in and surround yourself with people who know what they're doing. Fan projects are awesome for that. You need to be humble and constantly seek advice from industry pros, not people who've never worked as an artist
My mum likes every single one of my posts and tells me "I saw that cartoon you made, I don't understand what you're doing but I pressed the heart button"
Special thanks to
@AviixeArt
for bringing my tactical astronaut design to life with this artwork! This is for my film project. It's been a pleasure working with him!
I've played the game and can confirm:
- 30 different campaigns, each 800 hours long
- pay to win multiplayer
- fortnite dance
- it's subscription based. you have to pay for every hour of gameplay
- if u die nura hits the griddy
- you get direct debited $10 each time you die