The lighting you've got going on is pretty cool and the overall scene looks nice. For your portfolio I would add some sort of man made light source coming from the right at an angle so you could get some spec hits off of the detail on the side. Most of your detail facing the camera is in shadow which works for the vfx…
A few easy steps for today's ingame art. Follow that and it'll all work. - First, pick your target. Browse your game library and find something that you feel has great on-screen impact. It could be anything : A first person weapon in UT3; a car in Gran Turismo ; a fighter in SF4 ; the ball in Katamary. - Study the subject,…
Currently fog and omni lights are not supported, when you go to export you will see a warning for unsupported features. It is possible that we may be able to support these in the future. For the full list of supported features you can check our support page: https://www.marmoset.co/support/?page=viewer The textures are…
Was looking for something to do last night, so here's a RL of the Root Cellar enviro on the Marketplace - ArtStation Before: After: Other than lighting, I adjusted some roughness values, and moved the position of that bare bulb. This was the only room in the scene I re-lit. Tried to get the most out of the basement windows…
Alright. It looks like your modeling is fine, and your uvs are set up pretty well. There are still a couple things that could be overlapped but you got the majority of it. I love the way you did the wood wear and I will be stealing that for future use. So there are 2 things that bother me about your texture maps. 1: Your…
Super cool 2d stuff in here. Those metal gear style scary killbots at the top are baller, i'd love to see one in 3d. Crits:I feel like the g3's spec is extremely weak. It basically looks like you got caught up on detailing the specular and completely forgot to just make it look like metal and then work from there. Judging…
the most important thing to address right now are your base materials. at the moment they all look pretty much the same because, as you can see in your texture sheets, your spec and gloss have pretty much no tonal variation. since you're using a gloss map, tonal separation is extra important. i think what's happened here…
To the OP- Sorry, I didn't mean to derail the thread. [ QUOTE ] [ QUOTE ] ...and honestly, you can always tell which pieces in a portfolio are class projects and which were created on their own time. [/ QUOTE ] How so? I'd assume that the class projects are not as good as personal projects. Whether it's because there's not…
@n88tr: Oh thats on point, even though i didn't know about this character (never played MGS :poly122: ) the resemblance is uncanny. Boots are actually saturated brown, i was heavily inspired by "Red Wing" boots -> http://www.hypebeast.com/image/2009/10/ronnie-fieg-red-wing-shoes-8-boots-2.jpg @SasoChicken: Thanks man. I…
1st, No one cares how optimized your high poly is or what its poly count is. It only has to look nice and smooth. 2nd, The Texture looks stretched (because it is) textures don't always need to be square. 3rd, The lids are uniquely unwrapped but are missing any kind of unique detail. Looks like the ribs are going in not…