Everything will be triangulated in engine so quads shouldn't matter in the end. This is just from experience, you need to really test in engine as soon as possible when starting your asset production, only then will you see what needs more or less geo. Normal maps work just fine but you dont want to use them for large…
I think the small head is kind of a cool look. It makes her seem really tall, like 7 feet. Kind of reminds me of Fran from Final Fantasy 12. Any way, the thing I think could be improved is that her skin texture is reading a bit like plastic. A stronger sub surface or translucency effect would help. Some color zoning in the…
Thanks for the crits everyone. Marq4porsche thanks for the paint-over. Here's the lighting adjustments. It's starting to work much better. All the surfaces are textured now. Just need to add in background elements (tree-line or forest) and some small rocks up close along the path. Pix I like the cart idea. I think I'll add…
Incorrect normals are easy to spot most of the time because they cause a gradation across the affected surface. The more incorrect the normals the more pronounced the gradient. "Face weighted normals" is just the name of a quick technique to alter normal direction based on the size of its associated faces (ie. the…
The site isn't looking too bad. So far I think you have a good chance at getting a 3d generalist internship somewhere. You haven't gotten there yet but soon you may want to start thinking about choosing a medium to focus on, environment art, character art, hard surface and prop art, etc. I was right there where you are…
i love the form this has taken on. the angles are good, i love your surface transitions. I'd like to see a bit more of a compound shape through the area below the side windows, though. i'd also like to see a harder bone line through the side skirt area. something to match the hardness of bone line going from the door…
Yes this is unfortunately one of the issues you'll run into when building these type of walls. Your best bet is to try and make the surface area of the front of the block as large as possible on the light map or model in real brick and deform the surface at the points where the walls will be meeting to hide the seam and…
@lotet I've altered the Thumbnails, they look a little more interesting now. @jsargent At this point its a choice between Stylized stuff Such as your Aragorns Quest piece & Rabbids Rumble and Hard surface work such as Gun & Vehicles. I guess Environments refers to the Stylized stuff more then hard surface but I've found it…
Normally you want it parallel to the surface. What he's talking about by the indent at a 90 degree angle, is this, you need to slope the sides of your indent so they capture better than if they where straight. The red lines are rays that will be cast down onto the surface when you bake a normal map. Notice the rays aren't…
I don't think Subdivision Surfaces are so well suited for things that need to be super-duper-exact, they are an approximation that gets closer to the described surface the higher their subdivision level is. So your hole might even get a tiny bit smaller still, if you increase the subdivision amount. NURBS are much more…