Update - to everyone that responded; thank you. It will take me a bit to evaluate the submissions as we are quite busy. I appreciate your patience. We’re currently working on static visual assets for a cyberpunk-themed website and e-commerce shop that sells enterprise servers and IT hardware. The aesthetic is dark with…
Hi, i've been busy learn and building some stuff on unreal But i have some progress here 1) Remember the fish? this is my super basic fish animation, nothing special or complex... but instead the fix stays static at least now they will have basic movement when sliding on my matinee routes to the fish tank. 2) my elevator…
Try to texture map something NURBS and you'll immediately understand. Hard surface models in particular are really evil, as you can't use the implicit parametric UV because of all the fillet and trim and other surfaces. A complex model can consist of hundreds of these and some of them are just tiny strips and such. So the…
Well I do agree with Zac about removing logo and fancy frames, but I would say some visual design is good too if it helps reading and understanding thigs easier. Just not to "overfancy" would be enough ;) Other than that to me in general as a beginner portfolio it is looks like a solid one. I've seen ppl getting hired in…
Ah ok, I guess the reason for the headless model is because I want to be able to use interchangeable parts, technically the hands and feet were modelled separately as well and joined to the model just for the preview example, thought process is if I am going to use the model as a game ready asset I want it to be as easy as…
The most part of the work in 3D is not on the computer.. it's in your head.. So.. do a blockout.. (simple paper scrible will be platform independent :wink: ) what parts do you want to adopt.. what part do you might not understand how they would work (or even look in 3D).. maybe come up with alternatives.. for example:…
@Taylor Brown said it perfectly regarding the site. Honestly the site alone would be an issue as it wastes so much time of a viewer. Having this as school project/requirement sounds about right as school tend to bog you down with completely pointless assignments when it comes to actually getting a job. Also things like…
This post is about some of the Modo specific tricks and the hero mesh workflow, using this 80's home supercomputer as an example: It was inspired by Minitel and teleprinters. Its function in game is to describe and start the next mission. It is part of my effort to only use narrative UIs: No menu, no HUD, all the…
Heya man, this is a really interesting project you've got here! I'm definitely a fan of the original concept & rework done by @kohyunu so I'm looking forward to seeing how you fully translate her when finished. I think you could probably use some help in getting to the finish line so strap in - this is gonna be a longer…
There are a couple practical reasons for the uv layout. 1. Hard edges. Pretty much anywhere I had to put a hard edge to fix shading issues, I had to split the uv shells. It was a balancing act deciding where I wanted to split the shells and where I wanted to keep the seam for texturing. As you know, if you have a softened…