Thats the great thing about polycount, even if you make something great we still punch you in the nuts and tell you to go fix it. It makes you a better artist or atleast it has for me. Ricks method of slapping a site together is the quickest and easiest way. It also makes it very easy to update once you do the setup. Sure…
I made a quick blade in Maya and unwrapped it get get going in Substance Painter again after a long time. The only thing that amazed me more than how much I remembered was how much I forgot. The guard and scales are premade materials in Substance with some dings and wear for good measure but I made the blade from scratch.…
So, my financial circumstances now mean this project is on hold for the foreseeable future. In the meantime, on an unrelated matter, I'm having someone I know port Samantha Maxis from Black Ops Cold War. If I supplied a textured head mesh to work with, I was wondering how much it would be to re-create her hair as it is…
I think the size of the bricks creates the repetition. If you would have some really large bricks on the front wall and some small cobblestones on the ground it will look less repetitive. Maybe do a material that blends bricks with plaster on the houses so that it lessens the "brick-fatigue". Or maybe do different depth in…
Wow! I guess this is how it looks like in a game engine.. it's awesome! Feels like a painting. If I look really closely, there is a pile of snow just above the two small windows on the right part of the building. That pile of snow looks a bit floaty and I dont' really like the linear end of it. Also, maybe I would have…
Alex, thank god the blue is gone, the scene was getting depressing lol. Looking better and better, keep pushing it. Only crit for ya is to create focus. I agree adding some particles would make it cool but dont overdo it. Your scene has so much going on already. Create some subtle particles. Perhaps some smokey ground fog…
Coming along great man. I too miss this game, as well as gaming on my N64 and Gameboy Color :P Those were the days. Blastoise is coming along pretty good. Now don't really take this as a crit, but imho I don't think these characters will ever really translate properly to a high poly 3D model, unless you implement some…
You said you want your website to be simple, but it seems confusing and complicated. The scrolling gallery is inefficient and buggy. I can't navigate properly because nothing is grouped/labeled. It's just dozens of images dumped together viewable one at a time. I don't know if you did all of the work: making the logos,…
I guess I am one of the few art directors that prefers to light scenes with just lighting and actual fog volumes / FX? I like to see that distant part of the landscape is a cold blue or fire red instead of said examples where I walk in and it all fades to red and suddenly becomes more foggy. Color correction is just…