Rise from your grave!!!!!(again) So I had some work I was cleared to show (some) and a personal piece or two I did before I went on my whole art test//interview/relocation with Sledgehammer back around the beginning of 2014. Once that whirlwind started I lost track and didn't bother to update the thread. Now that I've…
The issue with this is, too little texture space to compensate for too much shading. Basically you have very strong low poly shading going on. The normalmap tries to compensate but there aren't enough pixels (or bit depth 16bit vs 8bit) to cover it. You have 2 options basically Upping the texture resolution and possibly…
Thank you very much everyone for the comments! :) Here's an update since I changed a few things since last time. Here are two assets with unique textures I did for the environment: I'm not too happy with the statue, I think I can improve the diffuse to get more detail on the face because it looks too flat right now. I also…
I've been working on a small project to get the hang of level design workflow. I started with quickly blocking the assets in Maya and importing them in UE4 to figure out dimensions and composition. Then, I wrote everything in an excel sheet. I chose a simple bedroom so as not to overwhelm myself. If you have any advice or…
Hey Nick! :] Of all the new textures, I think your stone is looking the most WoW-ish - it's really nice. I like how much depth there is, like you cn easily tell some stones are popping out more than others. Your other textures, like the wood and plaster, I feel like the strokes and details are far too fine. You can have…
That's one messy lowpoly. You've beveled too much. The two clips/locks on the front have very long and thin triangles which need to be fixed; they'll give you problems with your textures. The stairstepping you can see on the legs in that last textured screenshot can be fixed by dithering your normal map (bake at 16bit;…
That's what I meant about "older" sci-fi when I started my own scene. It often has a clarity of design - some would call it simplicity - and a still organic appearance, which beats the shinyness and sharp edged style of most contemporary sci-fi. If you try painting something like this you will find it is actually harder to…
Great progress you got, the lighting is really coming along. Just a few suggestions: The lighting's a bit too symetrical between the two hallways where the face statue is. Even just a slight hue shift, maybe intensity shift too, for the lighting for one of the hallways would help to break up the repeated assets and add…
The facial proportions are fairly out of whack. The jaw line and chin need to be more delicate. The lips are a bit on the large side. The nose isn't too far off, but you need to work on the shading to get it to match. Her eyes are very distinctive. You need to pay real attention to their shape in order to get anything…
Hey guys, some im new the this forum! I saw alot of people talking about it on cgsociety because someone was asking about crits for getting a job, and someone said go to polycount because they will be honest and people on cgsociety will just be nice. So im hoping i can get that here. So basically I was reading a few of the…