So this is a two parter really. 1. I'm being told by some studios and industry professionals that without high poly, you're useless to any studio doing next gen games. On the other hand, though, I'm being told by other studios and industry professionals that solid textures/height maps to pull your normals from is key,…
Ok, so here are my "noobfolio" plans: 1. Model until early March 2. Texture until mid April 3. Throw it all into an actual folio 4. Have a job-worthy folio/fix things if I have any time left(before graduation) Problems I have (most) often: -High poly surface pinching -Low poly surface/material smoothing problems -Baking…
Hey guys! long time no see! During the quarantine I decided to get out of my confort zone and try doing some NPR, but keeping its usage closer to PBR and metal/roughness workflow. Using oren nayar diffuse model and GGX specular model. This is where I got to! This is a shaderFX shader (for it to work, maya must be on opengl…
Wow thanks for all the replies guys - I'll try and get the next character comp up as soon as I can. Our 11 month old son running around the house looking for crumbs of whatever to eat off the floor.. seems to hog up all my time these days :P bounchfx - I actually call those items 'marketing assets.' Believe it or not, Wii…
So here's my artstation if you want to skip the sob story: https://www.artstation.com/serenah_art I graduated from university in the UK in Sept 2017 with grand dreams of becoming an environment artist in the games industry. Unfortunately I had a long way to go before I was even close to industry standard, so I've spent the…
Completed! Well, after much amazing feedback and some work, I am happy to announce that I am done with this piece. There are no doubt things that could be improved, there always will be, but I believe that the work now reflects my current skill level and I hit a point of diminishing results in terms of how much time I put…
Well, it's been a whole 4 years... maybe its time to update this with some new stuff? A good comparison with time and learning to show improvement I'd say. 2018 Working at Splash Damage on Dirty Bomb A lot of the weapons had to fit a style of quite rounded and fat while still maintaining very low polycounts while working…
First off, I would say move your folio from WIX to Artstation. I'm on a decent connection and having your stuff load was taking some time which shouldn't be an issue at all. The format is poor as well as once you click on a piece, you have to then click the arrows to see different shots. Have them all on one page so that…
also your main brick texture, wel the one on the bridgy thing has a very repetitious pattern of brick colour, this more the typre of brick work done on a fancy house or something, builders would not use such for a warehouse and it just looks very repeated instead. id mix them up to make it more random. i also totally agree…
As requested some of the textures I used to build the building : Those are still WIP and I probably iterate a bit more later on. Here are some hi-poly that I used to get my normals : @ leleuxart : The feeling I wanted to get at first is a kind of sunny clear sky "perfect day" mood. But I though about the night shot and I'm…