@apollo580: thanks! So regarding the tiling, this is normal the textures start off very small, this depends on the number of rows/columns chosen and the input/output aspect ratios and is also due to the fact that hair clump textures occupy a relatively small space (horizontally) in their own texture space. Once you have…
I switch a few month ago from 3ds max and all i can tell you is that it took me around 3 month to be back up to speed with every aspect of my production need in game development. Modeling is second to none in Blender and i thought 3ds max was fast but Blender coupled with a 3d mouse+ wacom and the paid addon pie menu…
Looks good! I think two things that could really help for your next project would be relaxing your edges a bit, and pushing your material definitions. Your edges are a bit sharp, so they're not going to catch as many nice highlights. It's a bit unintuitive, but especially for game assets, it's important to soften sharp…
I can see how this would be an area that's different from film/VFX, but you really really need to put things in a game engine if they're game art or if you're applying for game art jobs. The whole point of what we do is making things that look good in a game/when they're played - like, it's cool that you can render in…
Having looked at your PSD, the problem is due to your hand painting where the colours are far more blurred/faded at the edges than typical anti-aliasing between colours when baked from a modelling package would be, no doubt due to the level of 'softness' applied with your drawing tools. Don't forget the colour influence is…
It seems to be mostly OK but the turret looks really tiny, compared to the chassis. See what I mean : The blueprint shows one of the earlier cast turrets, but either way, it needs to be much larger (not taller, though). A few other notes: - The snorkel (the cylindrical thingy at the rear of the turret) looks a tad flimsy -…
Thanks for your comments guys...! :poly124: mmmh...I don't know for real (lol...I'm serious)...I've just placed two omniz in my viewport and assigned a standard material with a high specular exponent...simply, I felt that I liked the result, a result that allowed me to highlight volumes of the object, for a good…
Alright, that's not a problem. You're right though, 3.2k is totally reasonable. What isn't reasonable is having large portions of that count in places the player rarely, if ever sees. I'll point out a few areas. The handle grip, has sooo many edge loops, this could be reduced by half. That part of the gun is usually…
If you're going for Wildstar definitely spend some time staring at and analyzing Spug's stuff (if you haven't already) http://spugdraws.blogspot.com/2014/02/wildstar_27.html Take some time with it, until recently I jumped much too quickly to 3D myself when working on weapon ideas, if your mind works better in 3D than 2D…
Yup - the bottom of the curve is a very important moment (again, design wise. 3D execution should never really be a problem, especially with today's extremely powerful tools). I highly recommend reading the Gundam fan artbook "Hige Fix 2" by ChocolateShop. It is a visual case study and exploration centered around the idea…