If it's well executed the maybe yes, all art-test doesn't necessarily be the same unless they're super-public ones like splash damages etc etc. Even those ones you can quickly spot the difference in technical and artistic skill between the different tests.
People love steps. I hope this explains what I did for the cave I admit this result is a little sloppy, but these steps are more discussing quickly blocking out a scene for aesthetics. Yeap process description and a CrunchCast in one night. Am I giving too much?
Too many triangles in the candle and the wick, not enough in the skull. Those teeth are way, way blocky. The flame could be optimized more, too, but it's not too bad - then again it can be fixed really quickly because it's such an easy shape and you just need to cut 2 loops or so.
No i'm using blender dynamesh, and I just quickly blocked out the major forms and used a higher density for the front of the face, probably should try to keep it even across the model. Yeah I definitely need to work on the eyes, guess it just comes down to practice.
@dreadleft I only put knee pads in so it would match the original skin, but I guess it might be too noisy...i don't know I made this quickly to kinda see how things look I feel like it might still be missing "something"
This tutorial will show you all the tools you need to do this. It's from the official Maya learning channel on youtube. It's a great first source if you want to learn how to do something in maya quickly without doing a bunch of reading. https://www.youtube.com/watch?v=s_KLbTUdKms
I don't use the envelopes in skinning. For game stuff they're not necessary. I just do everything per-vertex. You can even setup a marking menu so that you can quickly select loops and rings of vertexes and assign preset weight values to them.
Nope. Round 2. FIGHT! You start itching to work pretty quickly. Not crunching is really good. But watching a game ship from Epic makes you want to do more games. There have been some times recently that have been pretty laid back.
Very quickly done, probably more places that could do with optimising- main aim is just to take off verts that are not going to be seen and are not pushing the shapes of the car and pumping them in to areas that will make a visual impact. Overal it's a nice model, just needs as bit of tidying up :)
I don't like the whole small/big thumbnails all over the place, its too confusing imo. I like the way that CG gallery is, a small thumbnail to the side of the thread, so you can quickly see what the thread is about, but in a more stuctured way.