thank you all for taking the time to write this, i really appreciate it. So yesterday i opened my UDK for the first time and watched a bunch of videos. Then i got actorX maya plugin working, at this point I agree with haikai about making an online gallary of still images- screenshots from the UDK... Basically i figure....…
The most memorable thing for me were those transitions; they weren't just super annoying, but actually obstructive in some instances. I honestly thought that the reel was over at around the 1:10 mark because that damn transition builds up for so long. Lose 'em. The push / pull weight exercise is easily your strongest…
Nice! Always good to see people doing hair rite. Also it looks like the normal map was just a tangent space normal map but with the blue channel greyed out. Could be just so people ask what type is was, could be that they just didn't want the blue channel/height change information on the models. Pior your just trading…
Look at pretty much every Harley Davidson Motorcycle for reference. The bike he's riding looks like a stylized Old Harley Shovel head (maybe pan head) with "ape-hanger" style handlebars. clicky Harley America We just called the pouches located near the real wheel "bags" or "rear-bags" and I have heard a few people call…
It is indeed hard to offer advice and critiques to someone who can't take their own work seriously. Claiming that working on your art is a waste of your spare time just isn't a good attitude, and makes me wonder why you're here in the first place. You want to take the "fastest and easy way" by making your textures look…
When looking at your wireframes, I think you could have distributed your polygons a bit better. For example, you have a ton of divisions going down the length of the hair which are mostly unnecessary. You'd be better off putting those polygons to use in the body (especially bending joints) and clothing to ensure better…
jesus, i wake up mid afternoon to more replys than i have time to read. but thank you for the kind words and crits. ok so, the anatomy, im actually taking out most of the details on the anatomy, he is supposed to be adolescent so muscle definition isnt going to really start showing on him. the legs and back make him look…
[ QUOTE ] [ QUOTE ] Okay, okay. true, but then it's not about you. it's about those paying you for you to make what they want. If you don't make what they want they will find someone else to make what they want. This is the definition of a job, or even a "comission". Scott [/ QUOTE ] Yeah that part sucks and all with the…
thanks gents for the great comments so far.. before i take anything further i'll take everybody's crits into account.. i think i see it now.. i think his ears, eyes, nose, mouth are all placed a little high... kinda did t his from memory w/o looking at any refs.. i'd like to try to stylize kain a little bit as opposed to…
Storyboard Labs is a game/3D generalist studio. We have a proprietary game engine specific to creating beautiful real time multiplayer experiences for the web. What an Environment Artist does for Storyboard Labs Create environment and level related meshes, materials, and textures according to best practices within a Unity…