I agree with Vesius. Lighting aside you need to push the geo for sure.. this is looking like dreamcast/mobile device poly budget area. are you using reference or ceoncept for any of your assets. texture are looking flat and blurry in some areas. but keep going there is only one way to learn and that is by moving forward =)…
Wow thanks for the tut respawnrt it helped me a lot! I applied the same principle to the ammo cylinder and flattened certain areas to match the reference and got some waffle-y looking shading around the front rim but after pushing around some verts to smooth it a bit I think it's looking a lot better And here's the back…
Huh; could be cool. I suppose depending on ease of use (Curse you arma3 tools!) I'd muck around with adding new swords. Shadow warrior had quite a pretty engine. Still haven't finished it though; I think I gave up at the last boss cause he kept pushing me off the edge or something. Didn't have the patience I suppose.
I came here when I was already a Senior so I can't speak for certain. But 30-35k as entry level seems to be pretty standard. Juniors go as high as $50k. Intermediates go from 50-65k Seniors/Leads start around 65k and go as high as they are valuable (A few senior character artists around town were pushing $160k, but they…
Yeah definitely push back, your getting a feel for them as much as they are of you. If anything I'm overly specific when setting briefs for tests, mostly to see how well they can listen. If there's something they query it's a good thing, good communication is a two way street. Other skills aside I could argue general…
Model out a few high poly bricks using turbosmooth and displacement to get the macro details, maybe a little brush work but still just focusing on large details, major surface planes. Arrange them using bend modifiers and maybe a little push brush. Make a contiguous low poly mesh, unwrap it, take them both into substance…
Hey thanks! I certainly did wash out my lighting way too much, but the scene itself is not at all enclosed. I've got broken windows all over the place, and half the roof is missing. So some ambient lighting would be ok, but I pushed it too much. I think at this point, I need to recover my cast shadows from the general…
Here is some more reference on how I want to push the lighting. I plan on doing some more work to my sky to get some more color shift in my ambient areas. I haven't quite settled on which one of these images I want to hit, but the thing they all have in common are the really low sun angle, and very interesting colors mix…
sweet stuff - like very much what you have done. the best is the window texture - great! a few suggestions: - not everything needs nice detailed structures - some calm objects can help for a better readability - you could use some color temperature changes on the textures. mostly everything is painted in one tone. - could…
Looks great, nice presentation as well in the enviornment. The only thing I would alter is the roughness variation in the metal. The roughness map on Artstation seems a bit too uniform. I think you could use some shiny areas (oil or something) as well as some real rough areas. I see those in the albedo but I think adding…