hello my name is Avery,
here's a little about myself, i went to DigiPen 2002-2004 thats were i learned all my 3dMax and photoshop skills. after school i got a few freelance jobs but found it harder to get work with the economy hitting the toilet so i went back to "school" at a local tattoo shop as a apprentice for three years, (two years learning new skills, one year working on actual small tattoos). ive been tattooing full time for the last 3 years but my desire has always been to get back into video game design so these next 3 months I've decided to take off from all work and just model, texture, draw everyday and every min I'm awake.
I've been reading post on there for the last three hours and finally decided to start posting some of the work im doing so i can get some crits.
first thing im working on is this "flying cargo ship"
the bottom left shows the landing gear down and clamps that hold the cargo up
Replies
Your renders are a bit dark.
Is this low or high poly? Any plans to put it in a game engine?
I'm looking forward to seeing this textured.
Oh and you might be scaring a lot of people away by titling your thread "Portfolio" you probably should've just titled it "flying cargo ship" or something like that.
One other thing, welcome to Polycount
sorry about the renders ill try and post some new ones later today.
also my plan with this tread is to show everything im working on for my portfolio so i can get crits on everything as i work.
Kevin Johnstone - UT3 & Gears Environment Art thread, though it looks like some of his earlier posted images aren't working you may have to skip to the back to see his work if you haven't already.
Lonewolf - http://www.lonewolf3d.com/
Eraserhead - Red Dwarf Lunar Landers thread.
Autocon - Recently got hired by Bungie probably in no small part to his awesome scene Cryochamber Facility Room
EDIT:
How could I have forgotten
adam - his portfolio - robot tentacle scene - his team's Unearthly Challenge
and
kaburan - Who recently got hired by Day 1 Studios, who had made the Vietnam M71A1 Walker Hangar Bay and Twisted Swamp
So what distance would you want this to viewed from? If you want to be able to walk on it then you might as well break it up and start making a fully hipoly model for it and then break it into a few texture sheets. Either way it would be a good idea to make a hipoly for this, then you have options later down the road anyway.
thats a good idea i might as will do that. the vew is actually not that close i was thinking maybe no more closer then what the views are now. never really ment to be walked on.