Hey guys, I've finally got around to putting many of the things I worked on over the years in one place and now its time to show showcase my portfolio. Here be few images: General critique and feedback is most welcome, please let me know if it runs/looks good on your browser!
also real-time shadows in DX11 are jagged and there's no value you can change in the light's properties or in the ini files to fix it as far as my experience with DX11 goes in UDK, I'd say it falls an unfinished experiment as you say. good for portfolio showcase but not suitable for final game production
I used to use the 'previous thread/next thread' links at the bottom of the page to browse Showcase forums, and now those links are gone! Flipping through those threads takes like two or three more clicks per thread now! Can you bring them back?
It's hilarious, and that's exactly why it works XD More WIPs from me, x-posted from my Workshop thread. Bakes(Matcap, Ambient Occlusion, Cavity): In-game: Texture res is lower than I would like in showcase view, though it looks just nice in loadout.
Taking a break from the ship's low poly, I started working on the trailer, which I hope to finish by April. It will include a couple of scenes separate from the gameplay, to setup the story, and the rest will be a showcase of movement and combat. First model: Voyager 1 probe that will be on screen for a couple of seconds:
We have since brought on two concept artists, two environment artists and one character artist. The previous posts have been updated to reflect our updated needs (one more character artist). We should have some art to showcase soon. Thanks for reading!
Update! I posted a new thread over in 3D Showcase, but I wanted to post an update here as well! Thank you for your help, and please feel free to drop some critique! http://polycount.com/discussion/179109/damaged-marble-tile-substance/p1?new=1
Badass woman doing badass CG characters, can't beat that. I've noticed often times when I come across women that are into game art (or art in general) so often they tend to lean HEAVILY on doing pieces showcasing the female form. Does anyone know why this is?
:D There's a few more bits I want to do/improve but I'm calling it done for now until after my deadlines at Uni to carry on. Some final renders for now! Here's lil showcase vid too with a basic idle animation i made :P https://youtu.be/BIe6iiT2cqs
I'd pick the artist showcasing in engine game art who understands modularity. Aside from a portfolio, attitude would matter a lot. I don't want to work with someone who is a jerk.. A polite, kind and eager to get better decent artist can be molded with a bit of time Not a recruiter