1. The foliage in this level is suffering a bit. It was honestly my first attempt at foliage. Im going to redo the trees and make some grass that animates(dont know how to use wind in unreal but I am willing to learn) also going to make some flower decals that could be placed any were 2. The sky box in this needs to pan…
This looks incredibly good, really want to walk around in it. You planning on getting some symbols up on those flags? Right now they look a little boring, you should also give the cloth material a little more definition as it looks a little flat right now. Other than that it looks great man :) !
Looks good so far! My biggest critique would be the pile of popcorn, looks very flat and angular, the poorer quality of the model and texture sticks out compared to everything else. There are some small parts on the model which have a lot of extra detail which could be optimized. Which would give you more room to improve…
Well I gave hims bodies poly flow, more of a flow and less of a grid. I also reduced his coat to three buttons instead of 6 and also made his clothes look a little more loose. Missed the point about the shoes, I'll fix that later. Flats: (I also threw in a normal map of one of the bodys to just take a space and give you an…
I'm having trouble seeing what your geometry is doing from these images. The patterned arcs look wire thin, probably too small for the pixels you're trying to bake to. In the second image, there's a part hanging off the bottom right, I can't tell if that's flat and just hanging down or if it has depth and floats partially…
Nice work on the lighting! There's still a lot of noise, is this a stylistic choice? I would love to see more care taken with the roughness texturing. The reflections are very even and bland right now. The wood is flat, especially the bowl and table top, but so are the metals, and the food. There could be grog spills, food…
Hi! Hm, interesting that you checked in Max but normals are flipped in the fbx. A simple way to check, would be to re-import the exported fbx and check that everything looks as intended. Since its normals define in what direction a face is looking, I would say flipping faces and flipping normals describes the same outcome.…
I would say to change the title in the header to something a little less generalist. Even if you don't want to limit job opportunities by saying specifically 'environment artist', it's worth putting 'game artist' at the very least. At least your page seems neat enough and your url decent, certainly better than I can say…
layoyt: Pros: it's a tidy layout Cons: I would add some scene break downs..call out your props..show some wireframes. Having to click 3 times to get to the high-rez is a bit of a chore. In the prop section, take the best stuff to the top of the list...The floor texture is good, but the c4 and sword and shield are much…
Honestly if you plan to use in a game there are several issues to consider that don't really get brought up around here much. drawcalls, overdraw, batchcount... they vary between engines. usually using 1 material per object is better than several.But on an object like this I can see reasons where one map ISN'T better. 1-…