This is by no means a comprehensive critique, but I'll give my first impressions. First off, your work looks pretty solid for the most part, I just think the presentation needs work. I didn't see the link to your website until the end of the reel, but what I (and probably a lot of other people here) would say is that…
Bit of an update, copied from my blog [url]www.digitaldracott.blogspot.com:[/url] This weekend I spent my time trying to settle on the right approach to making the trunk. My options in my head, and conclusions were this (keep in mind this is for a base mesh, not something to bake a normal from): Speedtree -> don't own,…
<wall o' text> thanks for the crits guys! :) dont worry about being harsh, i like the truthful comments. i agree with everything said, and i even saw most of it myself before. im gonna address some of it, but please dont take it as me being defensive. im definitely not trying to be. just explaining. thats all :) the lack…
Hi After some discussion in another thread of mine, someone mentioned Flow Maps. However, I'm still really unsure and confused with how to produce them or if I even really need them at all. At the moment, I've made some additional hair clumps from XGen to be turned into hair cards. For things like hair cards, would they…
Hey all. I'm working on this mobile game as a modeler and animator and I'm almost finished. I know it's not the best thing ever, but it's what I can do for now :poly139: The thing is that I'm trying to hide a litle bit the simplicity/ugliness of the ground texture in the jungle area. So far I've ran out of ideas, and…
My intent with this next project was the following: - Learn to properly use Zbrush to sculpt a high poly realistic human head - Learn to retopo head in 3ds max - Unwrap head in 3ds max - Texture in Substance Painter - Learn to use Substance Designer for any material I needed - Learn to use Marmoset toolbag to display…
Update: got a low poly modeled. I haven't low poly modeled in a long time, so I'm not sure how I did. Ended up with 13k tris and about 7k verts. It was a slow process since I essentially had to start from scratch. I had trouble getting any workable geo from Fusion. Maybe I'll try and work with my export settings and see if…
Hey guys, am just trying to practice some hard surface modeling (using Maya) but never seem to be able to have full control of the process and get slowed down quite a lot making little tweaks here and there which I'm pretty sure are because I've made little mistakes moving verts without realising. For example I'm working…
Sidestepping the emotional aspects, i will just highlight a few feedback points on your portfolio artworks : - you seem to like to include both highpoly/midpoly and lowpoly versions of assets (in some cases with duplicating textures or rendered in different renderers) - i think its unnecessary -- if your goal is to work in…
I recently was working on an environment project and I made a glass material in substance designer. It shows up really well in designer and in unreal but when I publish the sbsar file and bring it into painter it looks terrible. Did I miss some steps? I'll attach some pictures of how it appears in each program. The purple…