Well it sounds like you want to do Level Design, and Environment Artist. as for your portfolio i think all of your pieces all have the same over arching problem. It seems that most of these are really really flat, and none of them really look complete. i'd suggest -Taking more time on these. You will see an appreciable…
Hey dude! Nice scene! I love that stone texture! Really nice! Firstly is that the final composition? Its quite nice but you need to frame the windmill better so the top isn't cut off :P I would go back and model in a few roof tiles as the roof looks very flat atm. Also you have some very noticeable seams on the stone for…
normally this black lighting bug will move to another spot after u add/erase some of deco/foliage meshes. So it depends on current layout of those meshes - when they move around the black spot (or spots) moves somewhere too, but u never know where next :P In your case I'd suggest just place that small rubble manually, u…
That bust at the top is very nice! I like the colors a lot, i'd love to see more work like that. Your textures show skill, but they look pretty muddy and flat. Very low contrast color, which strikes me as a major fault for such a cartoony style. Be sure to work on them fullbright -- turn your viewport to 'flat' mode or…
Welcome to Polycount Nieb. Yeah generating nice lightmaps can get tricky sometimes. This is a nice environment you have here, are you planning to texture stuff or leave them all with this flat shaded look you have already? Right now your trees are looking rather flat. If you are using overlapping UVs for those leaves I…
Thanks for the feedback! Yeah I was kinda worried about the shoulder/arm topology. I've looked at various base meshes and online tutorials but I so far haven't found the "best" way to build a shoulder. (The quotes are intentional, I know there are always multiple ways of achieving the same effect) Vertex weighting has…
Hey! The model itself looks good but your textures/ lights aren't there yet. The first thing that stand out to me is that everything has a similar shiny/ plastic look to it. You need to go back to your material breakdown image and redo your materials so that there is a distinct visual separation between each type. That…
I think you have more freedom to do more unique detailed pieces since this is a portfolio piece, why optimize a scene when optimization isn't a core concern? I would do enough modular work on the side walls to show you can work that way. To spice up the modular walls you can do a few brick clusters, that can cover up parts…
like many hard surface textures, the biggest problem right now is that you don't have any basic materials down, making the whole thing look like the same exact gray. study reference obsessively and plot the materials down using only flat colors on all your texture maps before adding any wear. so, take a step back and make…
Looks like its coming along. I think the textures need to be dirtied up a bit more, it looks too clean. I know its a WIP and not to mention since its a building still under construction it's a structure that obviously hasn't been up that long, but still, a little more grime and detail in the textures wouldn't hurt. The…