I usually try to keep my critiques as objective as possible with reference whenever possible. The fact that I don't like the overall style or design of something because of personal preference would end up creating friction in the critique and make it less beneficial. If it is someone I know well, I may toss out a few…
The presentation on the first image is really cool The model is good for a start but theres a lot to improve Try using more polys in general and make the shapes as close to the original as you can, which will give you a far better model overall. Baking normal maps is something you learn later on, which will drastically…
Usually as an environment artist you get responsibility for the visuals of a whole level. This means all of it, so being a bit of an all-rounder isn't a bad thing. So spending your free-time only making props isn't all that awesome in my opinion. Setting your own art-direction, setting up lighting, shaders, particles,…
To achieve this you can edit the cage . I am not sure about Maya but in MAx and Blender the tracing is happening in direction between low poly vertex and corresponding cage vertex. You can make the "face" side of a cylinder doing more like planar projecting , lesser of a lens effect for an expense of stronger distortion…
Grats dude! And WHERE is it??? Who's it for?!?!? :D Entry level is usually pretty set. There might be a $2500 flexibility, but it's usually very very fixxed.
boards have a supported memory list, you can usually get it on their website but the typical top names will usually work G.Skill Corsair Kingston mushikin
usually only lightmaps have a different UV channel but everything else is usually on UVchannel #1 (difuse, normal, spec,...). SO that would not make sense
correct but... its sampled per pixel (usually at final bake resolution) rather than per vertex for most baking types as said above - bakers will usually project both sides of the target mesh by a specified distance