Having looked at your PSD, the problem is due to your hand painting where the colours are far more blurred/faded at the edges than typical anti-aliasing between colours when baked from a modelling package would be, no doubt due to the level of 'softness' applied with your drawing tools. Don't forget the colour influence is…
Alright, that's not a problem. You're right though, 3.2k is totally reasonable. What isn't reasonable is having large portions of that count in places the player rarely, if ever sees. I'll point out a few areas. The handle grip, has sooo many edge loops, this could be reduced by half. That part of the gun is usually…
I can see how this would be an area that's different from film/VFX, but you really really need to put things in a game engine if they're game art or if you're applying for game art jobs. The whole point of what we do is making things that look good in a game/when they're played - like, it's cool that you can render in…
If you're going for Wildstar definitely spend some time staring at and analyzing Spug's stuff (if you haven't already) http://spugdraws.blogspot.com/2014/02/wildstar_27.html Take some time with it, until recently I jumped much too quickly to 3D myself when working on weapon ideas, if your mind works better in 3D than 2D…
Thanks for your comments guys...! :poly124: mmmh...I don't know for real (lol...I'm serious)...I've just placed two omniz in my viewport and assigned a standard material with a high specular exponent...simply, I felt that I liked the result, a result that allowed me to highlight volumes of the object, for a good…
Yup - the bottom of the curve is a very important moment (again, design wise. 3D execution should never really be a problem, especially with today's extremely powerful tools). I highly recommend reading the Gundam fan artbook "Hige Fix 2" by ChocolateShop. It is a visual case study and exploration centered around the idea…
Everyone here has excellent suggestions and feed back. I have been suggesting this to various people here on Polycount so below is a copy and paste. If you follow this tutorial it will teach you a great deal about modeling and UV mapping. I would start a new project and follow a correct pipeline. I suggest following this…
Tiny bump, but actually, I'd like to clarify some things that came up while talking to a few artist: 1. I'm not really interested in joining some unity/ue generic project. No offense to your project, it's just that I'm not motivated to create "yet another..." 2. Yes, I really want to create a ray tracing game. I understand…
Just for last gen: Infinite Undiscovery: http://1.bp.blogspot.com/-V4sBurtzW78/TV9Y9XveRKI/AAAAAAAAAEc/EMpKxtJvPL0/s1600/InfiniteUndiscoveryScreens.jpg Lightning from FFXIII http://gamingbolt.com/wp-content/uploads/2013/08/LIGHTNING_RETURNS_FFXIII_Aug_J.jpg Some chick of FFXIII-2…
Right now things are looking too flat, white, and empty. There is nothing in the scene that really draws the eye. SuperFranky is right about the jagged edges you have on your arches - they're very distracting. You might want to add some geo to them to smooth things out. You also might want to take a look at some sci fi…