Amazing artwork, really need to drop a props on those trees/mountains.. they're beautiful :) Would it be asking too much to get a break down on how you went about building your trees? Or did you go with the method of having one base geo blob with outlining alphas to break up silhouette?
Hi ! Thanks ;) For your questions, I can't really explain the workflow, but just for my side it's principally level building propping area with buildings/FX/props/light and working closer with level designer. Sometimes we need to create or integrate some props and textures, but it's few percentage of timework. You can find…
OK. i really want to try poops method of getting high poly models into max from zbrush. however...when i get to subD6 in zbrush...and try to export as obj...i always get this "insufficient memory" before the export completes. anybody? anybody?
Hm, you're right. In the Older folder I have some props, like hand-painted swords, a small scene or other characters, but I think they are not at the same level. I decided to "drop" them after talking with other artist, who thought would be better to just focus in my best works
Hey! :) The prop looks real good :) As far as the map being a 512,depending on where its going to be in an environment and how important it is, im going to say 256 seems the better choice to me.I know people are going to reply saying that unreal props use 512 maps XD Do you have a normal map acting in that last image? If…
Get rid of the front page. And if you insist on HAVING that god-awful front page, get something with some decent texture / pixel density on it. What you have right now is crap. Your resume - NO to a .jpg. Offer a Word format at the very LEAST. I've said this before, and you still don't wanna change it, and now more people…
I would drop the 2D work. Many of them look like rough sketches done in a life drawing class, and most don't look finished to any degree. I would say your characters look more complete then your props. I'd label yourself and apply for character positions if I were you.
For starters, get rid of that flat ambient, throw in a pointlight or two near windows, drop their indirect lighting scale a bit and bake with lightmass. That should give you result more or less resembling first reference photo. Then, commit to particular color scheme/mood you like and expand from there. Tweak lighting, add…
In addition to Poop's...if you do the research and have a go at it yourself then you might as well spend half a year or so churning out some quality props, scenes etc instead of several years at school. One good thing about going to school I guess would be mainly the chance for networking but so is everywhere else.