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,…
@Polygoblin Thanks! I was of course joking, I learned that criticism and feedback are of paramount importance to grow and get better, and I don't mind harsh and blunt ones either, since even the worst ones always contain useful information. :) @Thanez Wow! Thanks for the thorough feeback! 100% agree with red and blue. I'll…
Don't you hate when people are assholes instead of trying to help? Anyway, if I remember correctly from other forums, your model was actually looking pretty nice. It's the texturing that is bringing the scene down. It's helpful to look at the work of others, or work that you see in actual games, and then compare it to your…
Let's look at some real issues: This isn't a portfolio. While it is a site with content you created, it appears as a game developer or art house. As opposed to an individual's pieces presented in a fashion to get a job. The page title should be "your name" - "position you seek" Then the content broken into two section:…
If the edgeloop is costing you so many triangles, then remove the edge-loop. You don't need it for mirroring the handle, assuming you sculpted the handle with symmetry on. Even if you didn't sculpt with symmetry on, it would be a fairly easy fix. Both of these models have mirrored faces, but by NOT mirroring the edge, I…
Thank you for the great feedback everyone :) Over the weekend I did a lot of work on everything. To kick things off, I redid the resume, removing the about me section and most mentions of lead and project work (if anyone is interested I can always mention that in an interview). New: http://www.g-cg.com/resume/ Old:…
Hello everyone. Can someone with more blueprint/unreal experience give me some advice? Step 1 of my project is room scale with the ability to snap and unsnap parts with your hands. I need to plan for long term functionality when the parts can be swapped out for damaged, clean, and aftermarket versions. Also I need it to be…
I can't believe your teacher actually told you its harder to add geometry. Most modelers I know will Build it to look good in a reasonable poly range and then optimize the whole thing, its a walk in the park to remove something from your model, unless you are a polygon pack rat when it comes to removing stuff. Your…
Ah after looking at the example images again I see that this proposed script would solve that issue without losing too much volume. I was more thinking along the lines of the problem where, if you go from a 12-sided cylinder and "collapse" every other edge (instead of "removing" every other vertex), the Collapse action…
Loads fine for me. I agree with fly_soup's comments, but I'll reiterate some observations for the sake of redundancy. Overall I like the site design, but: - Thumbnails are too small. Also, I think you should invert the roll-over effect; make the thumbnails appear with color and turn B&W on the roll-over. - Please remove…