Jth852, thanks for the critique. I kind of agree with you. I actually wrestled with the idea of of adding some larger wear and tear. There is some on there but the camera is fairly far away from the subject so it's difficult to see. Like I said, I def considered it, but the point of this render is so I have something to…
the polycount really depends on the type of game, platform and the object which is tough to explain a hard number for. The best way I have heard it explained is (for current gent console or pc) Use as many polys as reasonably possible to maintain the silhouette of the object and makes it easiest to texture/bake normals. I…
Hey in work so gonna put this up quick your scene is coming along really well since the first shots and showing such an improvement, good job :D . One thing that might push your lighting is the use of IES Lighting Profiles to show the direction and intensity of light as its always not so uniform.…
@CarlK3D, thanks very much for your feedback, some really good points you have there and will take them into consideration :) @Tobbo, glad you like the bridge, it was in fact my first hand painted textured model. But also some really good points you have there, thanks. I do agree that a portfolio is never finished. From…
Hey guys, thanks for the support! I will make another one with more props! heheh And just to let you know CGTALK (I paid the premium account) declined my environment (at first I really was sad but now I'm very happy to see the support of you guys), they told me this: VictorSantos, We are sorry, but your recent art…
I don't know if any of you guys actually looked at my portfolio but here's a link: http://joostvanhoutte.com/ I'm not at a professional level yet, but to be honest I'd be looking for a special type of internship we have in Belgium that runs for a year and usually leads to a contract afterwards. Or at most a junior…
This environment is one of my most ambitious projects, remaking the Dream Weavers hub world that was previously in the PS1 game Spyro The Dragon. To make the previously low poly world look impressive in today's generation, aside from making the models more high res with details that were originally merely textured on now…
Haha. I've been bad about keeping things up to date. I've been working on a lot of back-end blueprint stuff within UE4. Making sure all the basic stuff works before I get into the nitty-gritty design part of it. As far as gameplay and mechanics...A lot of ridiculous mission-based stuff. I've been playing a lot with using…
Limewax: Cheers man, I think the DOF is pretty heavy, but I like it, I really wanted to only showcase certain areas (and hide others). As for the graffiti I agree, I will be grunging it up. Orangeknight: I'll be playing with the graffiti! dudealan2001: I think I meant to go back and dirty up the wood, and forgot... if so…
- Don't showcase characters in your portfolio if you apply for environmental job position - Pick a specialization, either characters or environments. - Don't show unfinished work. - If you apply for a video game job show video game ready assets - Show wires and texture flats to show you understand the technical aspect of…