Great High poly!! My only problem is with those textures. The roughness map, for example, its values are low (the weapon looks wet). On the other hand, the materials look like plastic, which is great for some parts but not for others.
Bunglo is right. It sounds like the object is still responding to initial scale and rotations. The picture don't work for me, but are you making adjustments to an odd sized UV? For example 512x1024 - something non-square, but a power of 2 essentially?
mantragora Interesting... So your saying that preparing houdini prop(example: barrel, stairs, doorway) would take a week to someone experienced with it? Sounds crazy long, especially when Pavlovich states they have a button to do that :D
Looking better but I think the proportions still feel off. For example his fingers are too small to be useful at gripping anything. If he curled them and made a fist he'd still have 90 of his palm empty.
...not much, besides it's just a stepping stone to a degree and as others noted, if for example a sponsered role OS then bare minimum either a B.A or equivalent is certainly a required visa criteria the candidate must submit in order too support their application.
Thank you! :) A good example how RNMs separate colors depending on angle of indirect light in Mirrors Edge. First image shows lightmap only. Second image shows the same scene in the game. Look at the ventilation thingy.
Very interesting ! Thank you for sharing that example. It looks like it would require quite a bit of planning, but I can certainly see how this could be useful when specific designs allows for it. Good stuff to keep in mind !
This is a very cool project, I really love your texture work :D I do think you can lower some polygon. For example the stairs and the roof. Really look forward to the end result, keep it going :)
i think if you want to make it believable, you need to put time into making parts look suitably complicated and functional, for example, here's the rotor of an apache: there's a lot of stuff going on there! attention to detail will sell your model
This is looking great. Some nice lighting would really help. Tone down the ambient intensity, enable self-shadowing, add some ambient occlusion. For example: http://www.followingthenerd.com/site/wp-content/uploads/moisture-vaporator.jpg