I'm not going to comment on the scene's itself, i'm going to give you some advice on the presentation. The video is pretty nice, but at some points a bit of slow and repeating. It's quite nice that you also show the wireframe and so on in it. As for the individual presentations, you showed the wireframe in the video's, why…
"Why is one's render better than the other?" - Because that person made a better render. Likely because they understand materials and rendering better, or just cared more about the render. As to which is better, meh. It's difficult to compare because they are presented differently, and show different details (one shows…
Doing fine, thanks for asking :) A quick impression on first sight: -Homepage is okay, though I think it would be better if the image layout would be 3 rows of 2 images, instead of 2 row with 3 images. That would result in bigger images and a better filled screen (now it's just half the screen - in height). -I like the…
David : it's a secret ^^. Just kidding. Yeah having a good wireframe is sometimes hard, but I found a technique by my own : in Max I create a UVW Template ( you know in the tools of the UV modifier ) of 4096x4096 ( depending of the original texture, in fact to have nice wires I double the size and generate a 4096 template…
You're trying to hard to make the work feel epic. As said before, the music isn't fitting for the type of models and visuals you show. Your lighting is also far too dramatic, the sculpts have a lot of detail hidden in darkness. Your breakdowns aren't super helpful. The wireframe on the soldier is not really useful because…
depends on what version of max you have but the newer polycounter counts triangles OR polygons. Ive seen models that are accualy higher than that too kitteh... but that dosn't mean it makes sense. Polycount isn't really the community you want to be pimping stuff at if you're going to be modeling weapons in some weird…
Kabam is growing and were growing quickly. With offices in the Bay Area and internationally, we are growing at an exponential rate and this is just the beginning. Were building games that are changing how social games are played and the success of our games has established us as a definitive leader in the strategic…
I think this looks great so far! It would help to show your model shaded, rather than only in white/wireframe. For example here's a great way to show off subdivision surface models: https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make Also, this article is an excellent read on…
So this shape has 2 separate meshes in its hi-poly form. There is a prominent seam in the hi-poly that is created with 2 meshes that are next to each other. For the lowpoly, I tried to make a contiguous mesh. But that screwed up the seam. here's the what the hi-poly looks like. it is made up of 1 large and 1 small mesh:…
I am having an issue on most of my flat surfaces going from Substance Painter to Marmoset 3. It looks like this is centered around the triangulated edges for some reason, making the mesh look "squishy" in Marmoset. I have tried a number of things, from forcing my Max export to Marmoset to not triangulate in Marmoset, to…