I went to Think Tank, 7/12 of my class currently has a job in the film/game industry (myself included, junior lighting/compositing artist). Our course ended in June/July, however only one person got a job right of out school (took till november for me and recently 2 more just got hired over the new year break) To sum it…
Nice improvements! You're getting pretty close, I think. If you want to add AO without abandoning tiling textures, you could just do it with a lightmap, depending on which engine you are using. I made a quick paintover with a couple more suggestions. Most of these are just intended to get it closer to the concept, assuming…
here's a stab at some critique. 1. the way this metal is set between the wood is great. It's also nearly invisible. This metal just feels way too dark, and you lose the detail. 2. This particular edge feels really low poly. 3. Why are all the screws rotated the same? maybe it's accurate or something but...throws me off. 4.…
I found this the most confusing part of game character creation. There is a lot of information available but it seems to be fragmented, so I took a workshop on the subject which cleared a lot of things up. I find this workflow to be the best, although I am stepping over to baking and texturing in substance. Just a 3dsMax…
1. Where do people live around here? 2. What are your core hours? 3. What is your policy on crunch? 4. How are projects financed? 5. What does the current dev cycle end on this project? 6. What types of ways are you looking to grow the company? 7. Are there any other projects you're working on? 8. Do you tend to promote…
Main problem would be that it's to boxy. Imo usually caused by: -Not using enough real world reference -Not pushing yourself enough to do complicated shapes, here it also helps to search for some kickass guns to give you inspiration/reminder of what to do. http://imageshack.us/a/img198/8140/0rhq.jpg Example is (1), check…
I know this may not be the answer you are looking for but you could Try MODO. MODO is being picked up by more and more artists in the games industry if what I see on Polycount is indicative of anything. It is also much cheaper than the full price of 3DS Max or Maya and has quite cheap upgrades that are actually substantial…
-pt2- 6.) A major iteration on textures based from the helpful constructive crit of BuLL (thanks!). I learned to focus more on the subtle details the reference has to offer. I thought the walls are just a rough slab of painted concrete but by further examining it the walls have subtle brick patterns!. This is the iteration…
hey guys thanks for all the nice words and c&C! locater 16 - thanks so much! Holly Mellor - thank you! ive worked a bit more on her skin and body. I've toned down the makeup for now for a more naturalistic approach(i might come back to the heavy war makeup in the future or something in between, but right now i felt like…
Thought id cover some stuff on your building. You have a decent start, but several things jumped out at me. Here is a super fast (and pretty rough) paintover: 1) the shingles should be the same size. the shingles on the lower roof are way too small. 2)break up the silhouette on the roof, and break it up from ever angle. so…