I think it's extremely important to not waste time while still remembering that it takes time to learn. If you are practicing the wrong things and not pushing yourself outside your comfort zone you will spin in circles forever. I know people who have done this, and it usually starts when you withdraw and don't show your…
Thanks again. It is feasible at this point that I could change to perforce, I am six months+ into a project but not really dependent on anything old in the version history. I could just leave the git repo alive for awhile after changing to perforce. It would be good to have all of the projects working files backed up by…
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Hopefully the breakdown article that is being edited now well help make sense of the things I did. Vines and leaves were done in a very old-school way unfortunately. I see there are blueprints for creating them right in Unreal but I actually created them in max. Unique ones where I needed and modular ones to fill the…
Started on a new model for a project called 'Savage: Rebirth', the Beast Lair. Some of the textures are still a WIP, some objects are placeholders, and most of the object placement is just temporary. The vines need a lot of texture-work still, they were a bit of a rush job. And I feel like I should find a more efficient…
Oh shit, you guys remember this thread!? Man those were the days of delivering new pieces. I have not shown anything new in a long time, not because i slowed down but I have been reading tons of tech about games instead. Leaning into another direction for a while. I miss building things and because of that I took a spin in…
Reflection on the Convert your Friends project My tutor for the course i'm doing has given me three questions to answer on my devlog so here it is. Question 01: What was the aspect you enjoyed working on the most? What was it about doing that thing that you enjoyed? The part of this project I've enjoyed the most is all the…
Few crits / feedback -Shadows are far too black. It's bright outside and you need to reflect this w/ some well placed bounce lights and more ambient light (whether you use a skylight or point lights) - pixel density is a nightmare - there is a texel density viewmode in UE3, use it. Your ground is mush compared to your…
Thanks @bkost Yeah, that makes good sense. Will definitely look to references to further push the characters, especially for detailing. It is fun 'bashing' away and seeing what sticks as I don't feel so much pressure on myself to produce something that is comparable to a given character concept drawing in terms of matching…
Hey hey! Thanks guys for the comments! I totally forgot the wire frames so I wanted to post those up! polygonfreak - you are right about the casket, I will tweak that more. Mark - thanks man! I will play with it for sure! Cyrael - That's always been were I get stuck. I love low-poly but where I work everyone pushes me to…