Is there a specific reason you're modeling to Nintendo64 Goldeneye spec? Right now I think the way you're modeling is destroying any opportunity you have to properly define the planes of the face. You could properly shade it on the texture and it will not hold up if the underlying modeling isn't supporting it correctly.…
In short: lighting, damage and aging, story and finaly color correction. Lighting: since this is a small scene i would bake the lighting since it will look much better. Also, consider using a hdri instead of the bog standard UE sky. Aging: the wear on the building shows some aging but the modeling doesnt show that. Every…
I really like the concept, cool idea :) My thoughts: - The tail definitely needs to sit better with the flow of his back as DWalker mentioned. - The belt that loops down under the tail looks as though it's far too flush with the trousers; I would expect it to be angled between the tail and trousers if that makes sense. -…
Well, all those tiny poles you have hardly contribute to the silhouette (well they do, but they could be spent much more effectively), and many of them aren't even in the concept. There's a split in your modeling where the tiny sticks are quite detailed, but the main shapes are still very lowpoly. So you need to either get…
Hi, I’m ToffeeApple’s sis =}. I’ve had a look at your showreel but first in response to this post I’ve found getting a job as an animator quite difficult but there are a couple of different ways to get your foot in the door so to speak. The first is by being a facial animator at either Cubic Motion in Manchester or Foundry…
Hi all! I'm building a new environment in UE4 with another artist (Ilya) and decided to start thread here and share with you my progress and thoughts. I do this environment for a while now and at last have something to show. The idea of this environment is to build European town with some hostile alien sci-fi architecture.…
Hello I have been using Vray for quite some time now, i work in 3ds max and i do mainly enviroments (for non real time (game) use - not really low poly). So far i was always setting my lights (lighting the scene) while using standard Vray renderer (adv) not the real time - RT. I always set up a light, made a regular render…
I know this subject has been up before, and I am yet to see any real solution to it. Usually this pops up as a problem with mirrored UV's and normal maps, but the issue seem to run much deeper. There's a huge error in how tangents(?) are being calculated that messes up mainly the light bakes but also the dynamic specular…
About Us Lunar Punch Studios is a small Indie Company, our current project that we are working on is a Horror Game known as One Night that has been successfully kickstarted and still being worked on. What We Are Planning To Do Our team is currently looking for volunteers to help with our next game that we plan to work on.…
Greetings Polycount ! maybe you guys remember my indie title : "pirates of new horizons" that i am periodically pimping ( and shamelessly bumped mere minutes ago ^^). to help finance the development of the full game we made a small match3 casual game set in the same universe showing of some concept art for the full game.…