Arriving of The Goldchain Hello, my name is Vitaliy and im a self-tought begginer (6 month) 3D Artist. Want to introduce my very first complex work. Hope u will enjoy it. Who doesn't like Pirates of the Caribbean? Inspired by this great movie and that era, i wanted to create a PC/Mobile Top-down piracy-themed game. I think…
Howdy, So I am a student nearing the end of my program and I am trying to practice at modularly building a scene. I am looking for any sort of feedback that will help my artwork look better. For the project that I am working on, I took a total of 2 hours work to prepare this post for polycount. I started with some base and…
Hey Guys! I finally decided to stop lurking around and start my own little thread ;)This one will be a post apocalyptic theatre scene. I will go for a couple of still renderings first, maybe a even short camera ride. I might eventually put the scene into Unreal Engine 4. The architecture itself will be heavily influenced…
Hi guys, im currently setting up some blockout and first pass lighting for a small scene im working on, althouugh this is a night time scene i feel like im not getting the amount of bounce lighting from GI id like. Im under the impression its standard to set all materials to 18% mid grey value to begin with before i get in…
OK here's my one shot of genuine critique for this scene. The PS1 jiggle shader looks nice. But your missing some of the techniques low poly artists used to really get the most out of their hardware. Here's what I think people are missing from your work! 1. Fog. Check out any n64/PS1 game. Harsh fog meant you only have to…
I'm copying my blog post here, cause I'm a lazy bastard. Words cant describe how excited I am for The Elder Scrolls: Skyrim, the next installment in one of my favorite game series. So to stifle some of this excitement until the November release date, I decided to work on a little Skyrim inspired scene for my portfolio. I…
I'll give you some crits on your work though. First of all, you need texture sheets, good wireframes (not screen grabs), proper normal map bakes, and the work needs to be displayed and built for a game engine. All of your stuff now is just renders of unoptimized geometry. Goggles: Not a whole lot of value in an environment…
I think you'd benefit greatly from cutting the fat. Choose only your strongest stuff. I know it's hard because we grow attached to certain pieces or want to indicate we've done a certain style/technique, but it's not always portfolio quality. I fall into this trap a lot. I would axe the miscellaneous stuff completely. I…
Your two environments are really top notch. Really like them both quite a lot. For your cellar envio though I feel it still needs a little bit more of a splash of color. I know you added the green there but it seems to blend with all the other cool colors too much. Even the lights are a pretty cool warm color. Its a wine…
Hello people, While working on a little project here I ran into a problem: I modeled this bottle, which is part of a scene I am working on. In the scene later I'd like to be able to put the bottle to wherever I want to, with the strap on top falling naturally to the ground. My initial plan now was to maybe rig it so that I…