@s1dK , @Nuclear Angel Thanks
@Tomiajayi For games need good optimization, so that they could run on low performance PCs. Also games have much much bigger locations. But I could use any polycount, textures and settings, becau…
I noticed that a lot of ue4 stills have perfect antialiasing. as if it were rendered in a software renderer like vray for example.
But i've never seen any game or interactive viewer (marmoset/sketchfab for example) whose AA is anywhere ne…
obviously quality is quality is quality.
if your stuff kicks ass you can get hired anywhere. that goes without saying.
I suppose my original post was more about what KIND of content to put on there. Not so much the quality of it.
Honestly, I would do both.
Realistically yes, you should probably target your job search to the quality your portfolio is at now or just find any job that makes ends meet while you work on your portfolio on your spare time.
I find that when you learn 3D, it's mostly all about the technical side; how to sculpt this particular thing, how to generate that effect... however, there are rarely 3D tutorials that focus on how to give your work artistic appea…
sounds like a good plan to me.
flick through your cool art materials and get inspiration that way. nothing wrong with that!
I usually go with what feels good and slips into my schedule most easily. But if you're totally free, then just do what you'…
Pretty cool. generally i'd say that Orc's suck. They are the most cliche 3d character you could ever make.
BUT you're is incredible. verymuch out of the LOTR movies. And the materials have a really cool depth to them.
@Tomiajayi: You are mistaken. Drake from uncharted 4 (ps4) has a much higher polycount:
WOW! is that a real mesh from the game? The lips seem unnecessary. But I suppose they're trying to get the more lifeli…
MMm how many polygons are in this? idk if it really looks very "realtime"
at least not anything that would work in a modern console or pc title.
Although the specs are getting really high lately. I'd guess if the face was a little more optimized
I don't think you have very far to go at all .I'd say you're winning. I do a lot of interior rendering. And by that I mean photoreal physically based rendering. And i'd say this realtime room is on-par. Plus it has a nice painterly look to it which…
I love the character but you're spending your polys in the wrong places.
Look at your wire vs the rendered model. Large visible bits don't have many polys, and small hidden bits are very dense.
I'd watch that.