Please critique anything I post here: My goal is to improve and to build a portfolio solid enough so that I can get a position as an artist within the game industry. So don't hesitate to be honest.
Anything between analysis and tips on how I should refine my workflow to "that part looks bad, you should redo that part" is welcomed. Feel free to request additional resources if you want to examine my work closer (such as UV-layout, specific texture maps, a different angle of the rendered mesh, etc). Complements are also accepted
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Here's my mud for the bi-weekly substance challenge:
Baked normals in Marmoset Toolbag 3!
Artstation!
Thank you for your feedback!
This is the graph for the gray marble. The "Pattern_Break-Up" node is my custom pixel processor node, shown below!
This prixel processor works similarly to the "Warp"-node but allows for two warp-inputs and for more custom control.
This graph is one that I constantly re-use, to generate big and hard cracks.
I've finally started learning zBrush!
You can find this break-down on my ArtStation blog. This is a rough breakdown of this project.
Doing some small studies to build up a work routine again: