One of the main things that stuck out to me was there seems to be a very low image resolution on some of your images, most notably the Epic Mickey screenshots. I think it really detracts from the presentation of the whole thing. I really like most of the work on there, reminds a little of some of the stuff I've done. :)…
Also consider that env work is not just about doing props or texturing buildings then stacking that together. Good enviro work relies on a lot of very smart things to do right (creative tiling, mesh modularity, texture blending, normals editing) that are rarely taken in consideration when doing char work. Char work is sexy…
Thanks for taking the time to elaborate, Pior. I do actually spend a lot fo time researching architecture, because that's really what I like modeling best. I own quite a few Francis K. Ching books, and tons of monographs on diverse topics such as victorian, gothic or east asian architecture. So I guess I am on the right…
The lower columns are rather stout compared to the reference image. When working with bricks, it's important to line them up in the correct position. The layer of bricks at the bottom of the lower windows is off; it should be exactly at the bottom of the windows, instead of a bit low. The bricks are also off at the ledge…
Hello again, here's another image dump update on the long road to finishing this thing as I start to include some of the feedback. I went ahead and painted a new cobble texture to replace the stone wall texture that was originally being reused for the road, keeping it within the same color palette but some more cobbly…
I did some *research* (I am using stars because I am not entirely sure its the right word) and I have thought of that plenty of times! the blocks are from a past project I did a year ago on unity, for a UNI Assignment and I am planning to re-start on UDK as its a project that was very close to me, in a class I loved doing…
To build off of this... The 2 unfinished high poly models are nice but are technically unfinished and nothing in your portfolio tells me you know how to create low poly models, unwrap or use materials wisely. So there is an information gap that leaves questions. The environment is not really up to industry standards. It…
So, it took me a while to update this because i had to actually unwrap a 150k poly floating island with the most poly confusing cave system, unwrapping this was a circle of hell i tried to avoid but now its done and it has temporary textures on. also tweaked the lighting ever so slightly, anyways i think it really adds…
hey, real nice work! got a few questions for you did you ever finish up and post a version of the first scene in this sb? it looked real nice and I liked the prop sets alot secondly, are the bits on that drone interchangeable/modular? so it could be spliced/frankensteined together to make variations? Just curious - I know…
I like the scene here, however a few suggestions that may offer to build the scene a bit. 1. Some taller grass to accentuate the rocky regions would be a great way to blend your vertex transitions, I feel the sand could be pushed a lot more as far as tileable normals go, etc. Possibly some decals to break that up. 2. Some…