With that mentality why do anything... Do art! No buts or exclusions, Aslong as a portfolio shows the skill set needed for the job nobody cares about the content. Sure if it's the same style as the game we're producing then that's even better, but if there's a folio with completely unrelated content yet a higher skill set,…
You know MMAAXX. That makes a lot of sense. I heard from a friend that went to school in Japan that moving around from company to company is not really done in Japan. It's like, once you get hired somewhere you won't be going back if you leave. I feel like this could have a lot to do with the pipeline being so far behind.…
So I finally decided which options to go with. I started to do the assets a few days ago. I decided to go with 1, 2 and 7. I already started the newsboy cap and the jacket. I need to retopo the hat so that I can in a add more detail. I'm gonna try to add the detail to the hat the way 'mr_ace' did the beanie for the…
I got the same crit from someone else. Will def look into re-adjusting the proportions if needed. Anyways the general idea behind the project is to model out some loose internals (not 100% working) and play around with transparency renders, animation, and presentation in Keyshot. More of a fun design / presentation…
For the roof, I didn't mean model the shingles into the roof like that..I meant that you could model individual shingles and drop them on top of the roof, like this: The drawing might make it look a little silly, but if you line up your texture on the individual shingles right, and line them up to match the texture on the…
Great work for this generation man, but I can see why you didn't get the job, and that's because people are looking for next gen stuff. Up close your textures look sort of painterlay, good for that kind of art style or getting the most out of current console texture resolutions. But you'll need to get into photo real/ulra…
I'll not rig that one, this is solely for purpose of trying to retopo for the first time and bake maps correctly. So, I went on, retopolized the clothing, done uv layout and created normal maps and of course I run into some errors that I have no clue how to fix and why they're there in the first place :D The overall look…
All my fellow Polycounters had given you good suggestions and crits....i can see some good works...My only concern or crit would be i find ur normal maps way too smooth The brick wall gives me a bit waxy feel...Since the image is also very small i couldn't read much details..Same with ur scifi crate and ur last udk…
Its a good start! But actually a lot of surfaces looks like they are from 2-3 generations earlier. There are hard edges everywhere, and everything is so angular. The fat pipes looks as they are from stone or something like this. and you are using too much texture tiling. Also, some of the elements are looking a bit boring.…
Ok, here it is. It's not a final UV unwrap, I made it just to test if it is suitable for texturing at 2048 res (it's not). I made it as a model for a non-existing vehicle-focused open world next-gen game (like Mad Max), so 50K tris is ok (I guess, but intend to bring it down to 40 anyway) but the main issue is that there…