Hi all! I can finally share my work from Tom Clancy's The Division :) I was a Senior Environment Artist on the Mission Team at Ubisoft Reflections. During my time on The Division, I was mainly responsible for the WarrenGate Power Plant main mission, from inception to completion. This included initial block-out, design, art…
Overall great prop, the metal came out very well. I'd drop the saturation down on the greens, especially where paint's likely to rub off on the raised bits:
The website itself looks good layout wise though I agree the background would look better dark. As for the content, none of this stuff is going to help you get a job. It all looks unfinished IMO. The bathroom scene looks nice but I don't see that landing you a gaming gig...looks like an ad you would see in your mail for…
Well shit, I was just about to drop some new arts down. Don't hate on me! I get what your saying dude, I just rather spend what little time I have outside of full time / freelance and my own projects into making new pieces and putting them out there, but now I feel guilty for being one of these guys that your talking…
The textures themselves look okay. Have you dropped a character in there yet though? The scale looks off on most of the props. For instance, the tables and chairs look too low to the ground.
Long shot, but I'm hoping someone in this community might be able to help with a preservation project. Chromacolour (the UK-based animation supply company behind the cel paints used on films like *Who Framed Roger Rabbit*) sold three digital color palettes up until around 2012: - **Series 100** — 600 colors - **Series…
I think the important thing to ask yourself, what would you like to do? I see you have a lot of props, which is what I assume is what you're aiming for, but you have a human sculpt in there. I would pick a specialization and cut out anything that doesn't align with that.Then ask yourself, what would you like to work on or…
my passports been dropped crushed and used as a door prop still works like a beaut. but yeah i wouldnt trust it with the only copy of important stuff, esp the way i treat it.
Thanks for the feedback Alemja. I agree re the faces. My problem was probably always with the photorealistic side, never quite got in to making faces that are meant to be hyper realsitic. I think the cartoony/ semi realistc suits me more, so might cull some more of my faces . I realise there area lot of Arnold rendered…
I still dont get it :) ON topic, i just wanted to drop by and say how excited i am to see your vertx shader in action on different props (esp the head!)