-I think the second image in your jump scene is better than the first. I would put the second image as the thumbnail -I would put the Pirahna scene second rather then third because I think it looks better than the jump scene. - The work is a lot better then the site design. I would simplify the site and make it more…
Hi, I'm building a casual hidden object game and looking for an artist to handle the creation and placement of the numerous hidden objects within the scenes (these are static scenes, not a true 3D game). Please see these reference shots as examples: http://gameglamour.com/public/images...creenshot4.jpg…
Latest Update: Original Post: Hi, I probably should have posted this at the beginning of the project. But here I am now, asking for feedback, for my WIP scene. I decided to do this scene because I wanted to try out foliage, as I have done it only once or twice earlier. As I am not a character artist, I will probably not be…
I started this scene for the Artstation Beneath the waves challenge but I couldn't finish on time, family and work got in the way in December and then starting the year I was sick for over a week and after that I had to work on an art test for a job at a game studio that I ended up not getting :s , but since I don't like…
Hello, So I'm new to using Unreal Engine. I've never had to work in it before, but my class is requiring it and my teacher hasn't given me responses. The scene I've put together uses the free Infinity Blade assets from the Epic Store. I've built my scene and now I'm supposed to light it. I dropped Exponential Height Fog…
I'm working on a big scene in 3ds max. now the scene is getting too heavy and it's really hard to navigate into the scene. so I have to hide some parts of scene to work on other parts or work in wireframe view. I can not use proxy for models because I have to export whole scene directly to game engine and there should not…
Do not think of it as 'tossing' out your work. Everything you create you should be improving from. Your next model should always be better then your last. I am a big fan of 'moving on' from work. If you stagnate on one scene or object, you tend to over work it and it becomes more of a mess and less of a learning…
Hey there! Good idea posting here to get your work out there, and welcome to Polycount! :) For your reel, here's my critique: -The first scene looks nice! A little far away from the camera to really scrutinize, but it looks fluid and well-timed. -The walk cycle looks pretty good, though I find it a little awkwardly slow.…
Its a nice sculpt but I'm not really into the idea,once again, women are overly sexualized for the male perspective, especially in scenes involving dragons.
My current method is: 1. Create unique "blockout" cubes for each unique mesh in the scene. - At this stage be mindful of where you place the pivot for each cube. - If you are using UDK this is where you export your "blockout" cubes to UDK with proper names and set up your package. 2. Instance the different cubes to…