I agree with kanga. The modeling is technically sound and this is amazing work. But the details density is to high. It's like you need something everywhere. It'a important to balance high details area with empty flat surface to make the cool details pops out. A good example of that would be this piece from Gleb Alexandrov.
Really neat 1st design i really like the candy theme designs lately, feel like they are heavenly inspired by the wreck it Ralph movie series(sugar rush world). Anywho this is a reference design i feel your design could have used more of, though this is still a 1st design its best to learn the more appealing approaches to…
Hi @alefrizzo I have a few notes if you'd like my 2 cents. 1. You're currently leading with some of your weaker pieces. The grass and mosaic, for example, don’t show your strengths as clearly as your environment work does. First impressions matter a lot, and you want to start strong. 2. There’s a heavy focus on props…
More triangles ( atlas textures ) or small tilable textures?! Maybe this was discussed somewhere before but i didnt find it... Hey guys! I worked on a several titles in the last years but this questions is still not really fully answered in my head. Even my clients clouldnt clear this for me (at least not the ppl who were…
Just to prove it's not anything in my material that's accounting for this. Here are the results of setting up a post process chain with nothing but a single material node. In that material I have nothing but a single Custom node connected to the emissive channel. The HLSL is just "return float3(0, 0, 0);" And here are my…
What ignited your passion for developing games? When I realized how potent it feels to inspire and connect others through my art, there was no other desire for my career. Moreover, spending each day challenging my creativity to craft extraordinary projects satiates my passion. My name is Jaden Malley. Currently, I have…
That's such a great visualization ! Straight to the point. Adding to the above comments, if this current body texture was to get scaled down to 1024*1024 (for instance if an hypothetical game was to be set to medium settings, or as the texture gradually loads and mips up during a cutscene), this is all that would be left…
Experience depends on what I am using the mentor for. I don't think they necessarily need ten years experience in AAA if getting job there isn't my goal. If their art is good, it's good. Main thing important to me is earnestness, strong communication, and that mentor teaches by example. I used Georgian Avasilcuties…
I can say from character experience in experimenting with this about a year ago. It really is not a BAD approach to working. Take for example POV arms (first person arms) for a shooter. You could definitely have a fully uniformed/clothed arm and have it decimated for sure. Though you might wonder where do we draw the line…