your concept work is sharp man! i would do more pieces like the frontier stuff since it shows the various stages and levels of development. single pieces are okay if they fall in line with a group of ideas (the brute & frontier stuff), but by themselves (hoplite, guard, etc.) they really only show your ability to draw. if…
wow, great idea. it's really creepy. I think the main problem right now is that the materials are very ambiguous. I really don't know if the leg part is supposed to be skin?? right now it looks like a sort of.. artificial material, like porcelain or something... or a plastic. that might be okay for what we've got here..…
First about your renders... Those see-through wire frames are very hard to read. A screen grab (PrintScreen) of the viewport would be better. Also, try not to render on white as it is making everything look darker than it actually is. A mid-grey is usually a good choice. The poly distribution looks uneven. There are spots…
I used to be a pretty avid PC gamer, but it has gotten to the point where I only buy 5 or 6 new games (including console titles) a year. This happens a lot when I buy a new PC game: -buy the game (for $50). Excited to get home and play it -get home, start installing the game which takes maybe 20 minutes depending the…
100% agree with all of that Tim. I remember watching one video that very dramatically told the tale of one of these poor guys who got all excited that he finally landed a job in AAA at Taletell (however you spell it). He upped and moved his family only to lose the job before it started, and of course now they were in…
So I have spent the last couple of days learning a bunch of new things and wrapping up the sculpts on this pillar. So first up will be the final High Poly sculpts from Mudbox. So again, I feel that I learn a lot of new techniques and these pieces reflect that from what I have previously done on this project. Next up, here…
What @BIGTIMEMASTER wrote is a great guideline. And figuring out how many triangles to have is just something you'll eventually learn in time and with work experience. I'm sure you're sick of hearing about your candles but I'd like to show you the candles I made recently and to give you an idea of my thought process to…
I think you have what is known as non-manifold geometry. It's a fancy term for "impossible" geometry. Edges should never be connected to more than 2 adjacent polygons. It's physically impossible if you think of how that shape would exist as one piece in the real world. Above image: Left mesh has non-manifold geo. You can…
Timing, contacts and market seems far more important than portfolio atleast in my experience. (though sometimes the right company/client does find you) Like of course every artist needs the skills to do the job, but looking over hire's I can't say that there is a definitive bar that each candidate is required to reach. I…
OK guys, heres all the details you asked for:- -I'm using Max 2011 -The model is fairly low poly. It only has 586 polygons. -The only modifiers (apart from editpoly) are two "Unwrap UVW's". One for the texture map, and one for the lightmap. -The model was all one object from the beginning. I started off with a tube object,…