I feel like there should be a sticky that reads "If you are asking questions about your art or portfolio, you must post your portfolio". To answer your question though, just do what you like. Obviously, if you're making some crazy art that no one does at all with a super weird style, then maybe studios will be hesitant to…
I chose to get as close as I can to finished this weekend. Nothin but cave.. no messin around... gotta get this thing off of my mind but at the same time not rush it. I started getting the foliage in today. Messing with shaders... realizing how easy unreal has made it now to add wind to anything! Woot. I'll be watching…
this is the closest thing i could find to your cinema. I started out by deciding what kind of time period the building was from. Its often a good starting point. A lot of more derelict cinemas have a kind of art deco feel hence the image. http://img517.imageshack.us/img517/1633/northampton4thedecogj1.jpg Study the image…
Last WIP Hey everyone! It feels great to join another Valve x Polycount contest, so far I see a good number of great designs! For my first entry I'll work on the AWP which it's one of my favorite guns in the game, it also matches what I need for what I want to do. It's going to be inspired from the world of one of my…
Hi, this is my first foray into creating a Polycount thread. I've just started work on my project for final year at Uni. I plan on making a Dam, with an art deco style. It would be a starting location in a game. I was planning on putting it into UDK later in the year once I have finalised some of the area. The primary…
Update time! Did manage to get some progress done today, even if it's been a dead crazy day... Retopoed the face from it's dynamesh and went up a subd level for some nicer definition. I think i won't need to go up anymore since I like how simple the forms are holding right now. Also made the shoulder pads and recored a…
Had a problem come up that I spent most of the week on. Still can't figure out what's going on. I'll take some screenshots and post it up later. Tweaked a bunch of things and knocked out a lot of the small props on my list. Just a few more left, then need to make a lab behind the front desk. A few lightmass wierdness in…
I studied Japanese at university for 4 years and the first two years had a real emphasis on grammar and kanji. It's true that there's a lot to take in, but Japanese grammar has a lot more rules you can rely on - compared to English, for instance - which can be really helpful when learning to 'decode'/construct the…
Much better! These two images (by Proko) might help you understand the structure beneath and around the mouth a little better (keep in mind how the maxilla sits there and how it affects that area): http://www.stanprokopenko.com/blog/images/drawlips/tooth-cylinder-affects-lips.jpg…
The handness problem only happens if your middle vertices (along the seam) are not split uv-wise. That's what I meant with if you split the uv-vertices there, there is no problem. That is you can select each "half" of the divided plane in your uv-editor and move around freely. The middle vertices still share positions and…