I agree with BluPanda on the length of the breakdown and showcase of the marine. Additional suggestions would be to swap the dragon the rigney sculpt, so you have your finished textured stuff up front, because that will carry more weight than untextured sculpts. And I would take out the "Thank You" page at the end. It's a…
Don't be afraid to try stuff out on your own. I'd suggest finding concept art and trying to replicate it. Polycount has both a character and environment challenge every 2 months which I'd highly suggest joining; they're in the 3D Showcase section. If you've done a ton of tutorials, it might be time to step out of the…
Yeah understood I wanted to showcase it overall in-case the weapon was laying on the ground at a shooting range and someone looked down at it. Or slung over on a character back in 3rd person; aswell as just doing a full profile view for my portfolio, but if I just made it simple it would get it down to 30k-31k Such as The…
Will do, i'm running low on time right now so got to get on with it. I will make the changes tomorrow morning and then post up again, however i need to get to painting it soon, retop, unwrap and then render and report. I'm looking for really nice ways of showcasing my work. If you have any tips or advice it would be…
Sir_Dillon : Dont know if it helps but for the rocks at least in my case its just a bunch of lowpoly kinda square but not much, rock shape with a strong normal map, I set up the shadow with a decent lightmap resolution and scattered in the room/cave randmonly. You can always check the map the fooliage map in the showcase…
I've been working on the gun on and off for the last couple of weeks, here's a quick turnaround of the high poly (Taken in Marmoset 1). A few tweaks left to do, then I'm on to the sculpting part (scratches, text etching, etc). This will have it's own showcase apart from the character model, and will be taken in Marmoset 2…
Well that should not really come as a surprise, should it? Just look at the showcase & critique sub-forums here at polycount and you will see that animation only have 3.5K replies while 3D has nearly 525K replies, while the users on these sites are different it is pretty telling of the overall amount of people who does…
I am pretty sure they used a sprite packer that Unity now ships with, it takes several sprites and puts them all on the same texture and automates packing and collision. That takes down draw calls a lot. Unity showcased this tech in 2013 actually, it showed some Ori assets in the demonstration from the looks of it. [ame]…
If its a basic video for youtube whatever on your computer is probably okay, lightworks is another free one that is pretty good. When I make my animations I use Camtasia for basic showcases and client videos and when I do proper stuff I use Sony Vegas pro and Adobe Premiere depending on what I am given.
Hey, this model's cool. But I actually have a couple technical questions for you. What app did you create this in? And how'd you find putting your own model into HL2? I'm thinking about doing some level props and use HL2 to showcase them. If you could point me to some websites that'd be awesome. I use 3DSMax.