You have definitely shown your skill at modeling and texturing with what you have currently. All the assets appear to be game ready with a few minor adjustments. Which is good start! With portfolio pieces it doesn't hurt to go a little more with the topology just to add those small details to give a piece that pop. Overall…
It really depends on the engine and the game. Usually static meshes/objects can be animated in engine without bones but often it unlocks a lot more tools if the object is treated as a skeletal mesh. Even as a simple one with just one joint can unlock certain skeletal mesh tools that just aren't available to static meshes.…
I've run into that error a few times. I haven't changed how I rig and sometimes it pops up and sometimes it doesn't. Drives me bonkers because I haven't figured out what causes it or a solid fix for it. There are times that I'll redo that part of the rig, test it and get no errors then days later they are back. Here are…
Alright, this is not the nothing like the zergling from the concept. Yeah a dickish thing to say, I know. But hold on. What you have made so far is your idea of that zergling. I mean, you have the rough idea of the concept, but you haven't actually 'looked' at the concept. In a production environment your model would be…
This is a really tricky one to critique. I think others have talked to main points - Color, lack of interest/importance/focal elements, light attenuation, etc. Is starting from scratch an option? Is using 1 light an option? I think if you're able to have a clean slate and ask yourself what you'd like the viewer to pay…
Right, such a rule is absolutely incorrect. Roughness maps to not need to be "processed" like a normal map or anything close to that. They can be packed into any channel you please (provided your shader can read from that channel, reading from normal.a may be hard coded into your shader but that is a different issue…
I know comparing the 3d world and the music industry is a bit brash of me because to be honest you guys are a lot more helpful and I have yet to come across nobbery on this site. In fact many of the 3d artist / modellers (some working for major studios) I have contacted are very helpful and are more than happy to provide…
Some crits if you want em: The beginning splash with your name and contact info can be shorter. Go ahead and make that email address a big larger too. The first shot with the spinning kick, it looks like the blue guy is a little too slow in his aerial spin. It should be more snappy, maybe put more emphasis on his…
I did a quick test with a FBX file made in Modo 501 with the latest December 2010 Beta version of UDK. There are some issues: 1. Smoothing groups appear transfer over properly with both FBX options. That's good. Unfortunately with Autodesk FBX the vertex normals appear to be messed up somehow. 2. My object has 2 unique UV…
Wire Parameters are what we used in GTA4, but lately I've been experimenting with Float Expression controllers instead - they allow easy clamping, so you can say rotate this bone at 50% of its parents rotation, but only between here and here. You can set up float expression controllers for objects to control their position…