These are pretty good pieces, but I see a few things that could be improved on: The lighthouse and the Vita seem to have some issues with smoothing groups (hard edges in odd places). There should really only be hard edges on your model, where they appear in your reference, or along UV seams (if you're doing high-res to…
Okay man. This may already be part of what you have intended but i'm gonna point some things out anyway. I'm also judging this as a still from the above screenshots - not as a map. In general the composition of this scene works well, you've got a focus point (the tram and the damaged building behind it). The close building…
Hey Jake. I like the details in the textures -- they work very well with the brightly lit scene. However, your scene is losing some points with all the monocrhomatic glowy bits. The scene is lit very white/yellow -- yet all the visible light sources are extremely vibrant turquoise Unless you plan on changing the lighting…
I'm not huge on the concept as I feel it's a bit loud and lacks focal interest. However, you've done a good job putting the scene together to capture its feel. There are some changes in your latest update that I'm not sure were for the better. There are a lot of little things that I think you can fix to push the scene…
I think I know where you're coming from art-machine. You've got great work, enough to show any art director than you're "better" than most of the artists on their team. It almost feels looking at your portfolio that you're "too good" to do standard game art, all of your game characters have a quality about them that…
The first thing that stands out to me is how blobular the wood appears to be. It has no hard edges. Even if you were intending to have the wood be rounded off, it doesn't feel so much like it's rounded off, as it's just the way the smoothing groups ended up. Did you do a high poly piece for this? Even if you do just a very…
Mark Dygert: Both posts you did cover my main thoughts on some of the stuff I agree :) Also trailer are meant to do one thing... Entice! Everything in the video was curated and placed to get the best possible enticement from people. I am sure some stuff or all of it was hand placed events in timed sequence to get the best…
I look forward to trying these out. Substance Procedural Textures: This looks to be the most promising of the featured updates. I already work this way with standard procedural materials and bake them out as a base to start painting on. Having a more fully featured material that focuses on the things I normally duct tape…
Is that a Fog of System You got there? Dev Update #11 Character Modeling Clara worked on the basic infected and took a few weeks off animation to help catch us up on some character modeling that has fallen behind. Andrew Smith was a recent hire and got started on his task of being in-charge of all player customization…
Great work so far, man. I know how it is to be working on something for so long that you can't judge what you've got anymore, haha. For me, I don't mind the blown out aspect of the image. Its a stylistic choice conveying heat on a really bright day, its a bit uncomfortable but so is real life. I feel like squinting my eyes…