Howdy everyone, so I sent in a completed art test for a mobile gaming company but sadly the project I was applying for was cancelled
. I asked if anyone actually got to review my art test but was responded with a no. So i am putting it out here for you guys to give me some critiques. (I know there is some pixel bleeding with the palm tree and I couldn't figure that one out).
Replies
Your satellite dish has some faceted edges and they're usually pretty smooth within the dish itself. I am curious on the poly count you had to work with since right now everything seems pretty square as well.
Callesw is right on when it comes to the palm trees as well. It looks like you have a background color that doesn't match your leaves. Whenever you use an alpha, match the background around the UV shell with the color of the object. It cuts down on pixel bleed greatly.
Any chance on some wires so we can see your tri layout?
For example, was tiling allowed? Floating geo for the windows? How close would you get to the model? Only diffuse map or Spec allowed too? Etc.
Assignment: create a favela with a palm tree
The specifics for the assignment: 1000 triangles, use only two 512x512 texture maps, and create a light map around 2pm. The building and textures should be realistic.
I probably should state that this was actually my first real attempt at texturing. I've never really focused on it before.
Also, thank you again for all the replies