Yeah I agree that art test can be fairly annoying. It's requiring you to put in more time for a job that you may have little chance of getting. It's similar to having to submit an audition tape for an acting role, except I would argue is even more involved.
Bakes fine for me. There was funky smoothing on the mesh. I unlocked normals in Maya, solved the problem. Baked with default settings in Toolbag. Didn't change anything on mesh except unlock normals.
@Nuclear Angel Thank you so much! Yeah, I'm glad I made the rig, I learnt loads doing it and actually had a lot of fun (Except for the skinning :tongue: )
I actually enjoyed crystal skull. I thought it was a good sequel. Except for the ending. Didnt like the ending in the slightest. But with all those crates in the warehouse, they could easily do prequels.
no crowded itens going well great point on the lantern, should we try to look for all the exceptions or just add a no weapon and consider the lantern a weapon? it may hurt i think =]
Everyhting looks really cool right now, except the metal plates. It somehow doesnt work as well as the rest. Maybe it doesn't standout enough and looks too close to wood color.
Some more process: I've keep working on her anatomy and perspective, with the exception of her wings for the moment. I also started to render the rough value thumbnail along with the color layer.
Looks solid man. Uniform, Clean, easy to navigate. Good stuff. I don't have much constructive to contribute, except: That 1911 is waaaaaay too skinny ;) nice renders though.
IF those are your goals you need to go to a school like Gnomon or something similar. Whatever you do, do not go to a traditional 4 year college (there are very few exceptions to this).
except the core design of it is nicked off another indie game, wavespark: [ame=" https://www.youtube.com/watch?v=6-vuPdcDa30"]Wavespark (Time Attack, score: 28951) - YouTube[/ame]