Hey, there! I've been looking for opportunities to improve as a 3D artist, and I have made the decision to allow for others to review and critique my current work. I have reason to believe my skills have plateaued, and I would like help in improving my craft. My proficiency/comfort area has been firearms since I started 3D…
Eh, I wouldn't sweat it. I've made so many stylized sculpts with fur on them at this point I've got it down to a system with custom brushes etc etc. Believe me, the first time I did something like that it took me a looottt longer
Hello i'm new here. Here is my low poly marvin , polycount 1330, without the gun. The cylinders took a lot but i was lazy to make it low poly ... It is fully rigged, skinned etc etc... here is wireframe + one render. C&C welcomed
''and I couldn't find too many people that had done it in 3d for games.'' I applaud this comment, i'm fed up with people making the same old M4, AK, RPG, M870 etc etc try and make your next creation as rare as the last.
Some good references: http://www.cs.virginia.edu/~mjh7v/bib/Oren95.pdf A good source for Oren-Nayar with descriptions, tests, logic behind it, etc. http://graphics.stanford.edu/courses/cs448-05-winter/papers/nicodemus-brdf-nist.pdf A good source of terminology, formulas, etc.
Specializing is good for the film industry ( DNEG, MPC, Framestore etc... ) Being more generalist like Modeling Texturing Shading is better for advertisement industry ( The Mils, Blur etc ) I think game guys are kinda generalist too and yup Substance iz gud hf !
More Dark Souls? I'll pay. I don't care if people feel like they're money-grabbers etc etc, the base game content is good. Adding on top of that, even better! Usually DLC is just plain better than the main game xD
I'm of the belief that you go through official channels first and foremost, and that would mean online submission, etc. However, contacting HR/recruiter/etc AFTER you have submitted to verify that it went through without any hitches is fair-game in my book.
looks really cool so far. any chance you could specify your workflow/show some base wires etc. im doing a very similar project, creating an environment to be taken into unreal, so any pointers etc would be really helpful
I'd make a tilable texture of oranges/apples etc etc. - Creating oranges - Creating a tilable texture by baking the texture - Baking the AO and Normal map - Add to simple plane and cutting in geo. easy peasy :) OR! just photoshop tilable oranges and then extrude some geo.