First and second scenes look top notch. The third is very close and the last is great as well. Regarding the colors of the bridge diorama, I believe it looks perfect. Adding more color would be overpowering, consider the viewer has different settings for their monitors, some may have heavy contrast or saturation. Your…
@Grungy Studios & Gazu Thanks, glad you like it. @Gazu I used a free asset showcase blueprint. You can find it here. I believe I used the greenhouse environment which is included with the blueprint. FYI, you may need to rename the folder to "Showcase" from "ShowcaseBP_0_2" if you decide to install it. I ran into a few…
yeah, bringing iPad is not a bad idea, although it's quite likely that they will simply display your online portfolio on their screen. Only show sketchbooks if it has art in it that's relevant to gamedev and only if that art is at least as good as online stuff. I believe Crunchcast had a great episode on gamedev job…
Ahh I believe youre talking about the green sparks. Those were mainly from the combustion of the explosion. I mainly have 2 liquid elements in the explosion: 1 is viscous, which is in the middle and the second are the stringy sprites are what stems off of the middle. What I'm trying to sell is a very thick and viscous…
I got caught up with work, but I did do a small update to the leather on the gloves, dropping the saturation and adding more detail in general. I plan on adding more stitching around the hand in general as well, but I wanted to get a feel for what you guys thought. Tell me what you think, as I believe this is the type of…
Oh sorry. I needed to elaborate. You remember that Overwatch Zoiya character right. There were a lot of people that said "Blizzard can make believable female characters better than this. This basically dude with boobs meme" said. And honestly I also felt something similar. That was what I was referring to. Of course…
So digging into it ... I think the bottom 2 errors are the compression stuff Gir was talking about. Embarrassingly, the white sparkles things on the handle ... that's an issue with my UV map. I left enough padding between UV islands but not between the islands and the sides of the UV map. So there's some splooge from…
Well, generally they are made with adding support loops to you highpoly model and use sub-division smoothing (press the 2 or 3 key for that to see a preview in maya i believe). If you are not used to sub-d modelling, be ready to spend some time researching this topic. The how do you model them shapes thread has quite some…
Very cool concept. Looks very believable to exist in the warcraft universe. The pose still feels a bit odd compared to the concept. The arms looks very long and give it a more hunched/monkey feel to it. The concept has shorter arms (hands reach the crotch vs the knees on the model). The face could use some brighter yellows…
Solid work. Going to echo/agree with Add3r here as I feel it's important. If this was simply personal work without context, bumping the contrast may present the work better, but as in-game assets, the world's value/contrast range has to be more neutral so that the buildings and characters pop visually [and to align with…