You're headed in the right direction. You're hitting some walls, but that's to be expected. Don't give up. You're going to keep hitting them, so come to terms with it. Learn to enjoy the little spurts of learning and small advances. And expect to hit more walls, that's how learning works! First, don't use the same base for…
Retopo is the process of building a mesh on-top of another. It's not making anything easier. But one tip I can give you as I struggled with this type of model-state myself. Remove all not completely necessary edges until your shape and topology is how it should be. Then you can add additional edges or edge loops. Whenever…
What you should do in this case is duplicate the objects in your 3D app, and save them into the FBX files where appropriate. If you keep your file / object structure the same in your 3D app, it will make managing and reloading the files a lot easier. When you load a FBX file it comes in as a "File Reference" object - this…
CGTextures has great advice on this subject. You can cross reference that with Tuts+. I use these techniques quite often and it works well. I do my best to avoid shooting during sunny days as I feel that the ambient light from a cloudy day is far easier to work with in my textures. I'm not a big fan of removing highlights…
Your corridor scene is interesting,nice choice of design but this is way to desaturatted. I can understand that you wanted to achieve this kind of look maybe, but this is way to (generic) if I can say so. There is nothing appealing. Maybe adjusting your tone and add a tad bit of color would help defining the scene. Also…
(Edit - Attachment Now Removed) Wow easy guys XD, I have no problem posting the graph. I think the more information the better. I don't know which is the best way to go about that so obviously suggestions are welcome on that as well so all is okay :) . Thank you very much Ashervisalis and Jack M. for the in depth critique…
Hey guys. Thanks for all the feedback! I'm currently away from home and thus do not have access to my work and I'm simply using screenshots from my Dropbox. I will upload proper model breakdowns when I get home tomorrow. The general consensus seems to be to remove the character, so I have now removed it from the site and I…
I'm a big fan of adding asymmetry after the fact and depending on the project, the object, the engine and the technical artists involved it be done a few ways. The straight max method is to create a symmetrical mesh, skin it and deform it after skin either by adding a edit poly on top and being careful not to add/remove…
Your work looks nice. I really like the Heavens Edge project, however I have no idea what work in that is actually yours. As far as I know you could just be responsible for a single plant right now, as you don't highlight any of your work on that project. So either make a separate image with only your assets or make a few…
Rad stuff. The term environment artists at Blizzard often used was "grouping". Remove negative space around and between props by clustering and piecing props together in clumps which in effect helps combine individual props into singular forms. Connect props with knots of cables, draped tarps, support beams, foundations,…