Hello! I agree with the too much attention part as you've placed too many spotlights, as well as if you want the viewer to look at the parking lot, I suggest using a perspective grid ( search on youtube how to use one) :) because if you look at the windows adjacent to the lamposts horizontally, you can see the windows are…
Aw, man, I LOVE the shoes. Looks like you spent a lot of time on that already! Good job overall; I think though from this angle, the bicep on her right arm makes that arm look a bit anorexic. The left looks fine so maybe just fleshing out that part of the right is all that needs to be done. I'm not particularly crazy about…
Over at ArenaNet, they've been kind enough to publish a case study on what their environment art team have been doing on Guild Wars 2. The article goes into how they've approached the art for the second incarnation of the game and it's definitely worth a read. "At no point in the process is anyone afraid to tear down an…
Maya Apex Workflow - Steps and Troubleshooting First of all - if this is your first armor try to make one part of the mesh first where you can test out workflows and learn how to troubleshoot your mesh before doing the full set. I did this with the arms of my armor and I still ran into trouble later in development. This…
This is where I'll chime in because I agree with you for the most part. For the most part. Some third parties I feel have a right to promote themselves in game for the things they give back to the community. Things like the Na'Vi Weaselcrow, or the IG Dragon are great for the community and fans who love these teams and now…
Still working into the environment. Wondering if anyone can help with this lighting issue - all my landscape features that are off in the far distance and have the sun directly behind them look terrible. There's something weird happening with the fresnel reflections on these parts of the mesh. The parts that have the…
I know that it isn't the core part of this challenge, and it depends where you want to put your focus, but I'm worried that your concepts looks a little bit too close to her original skin from an in-game view. I like the middle concept, but I'd make the balls bigger so they become a key part of the skin. The most visible…
Polycounts for weapons in current games is pretty high. It all depends on your camera, what the player will see, any parts move for animations,etc. I have done a few that are in the 25k-40k range with all of the accessories but like I said it depends on the needs of the project. The key is don't be wasteful. Make round…
I like it, and props for doing the models yourself! Nothing major wrong with it at first sight, the rock formations look convincing and the distribution of foliage seems spot on for the most part, but perhaps you could play with a couple of different light situations, as midday and very little shadow are pretty difficult…