Yes, wheels dont have flatness at the moment but in the end renders will be :) Currently, I worked at headlights because previous version was not perfect. Now, look better! I also add little details , for example shark fin on roof and fuel cap:
Stormseeker Games is seeking an experienced Sci-Fi Concept Artist to help define the visual identity of starships for an in-development turn-based tactical sci-fi game. We are looking for an artist experienced with: * Spaceships and starship interiors * Science fiction architecture * Visual development and worldbuilding *…
True if AI would have caused you to never ask the question in the first place. My angle is more about execution, though. Should I use a tool to implement a "design" (to aggrandize it) when I lack the skills to do so myself in a reasonable amount of time (or at all)? Granted the outcome will likely be poor, but if I shift…
I did a test not long ago with normal mapping leaves. Don't know if Torque's materials support this kind of effect though. Probably overkill anyhow, unless you get self-shadowing and you don't care about fill rate. http://www.ericchadwick.com/img/tree_light-scattering.html Here's another example that isn't using a fancy…
Hello! I'm just looking for examples of different portfolios because as i've said before, i'm learning as much about 3D as i can, and was thinking of making something for a portfolio piece soon, but i don't know what would be considered good for a portfolio piece because i don't want to throw some shitty portfolio piece…
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
Hey Misha I love the project! Good work so far and a lot of great potential here. And I really appreciate the forethought you had in asking for feedback in sections that could make the biggest difference with not that much work. Composition Background Depth: Don't just barricade the background with a bush (of very…
Hi all, I’m looking for a Unity technical artist to support an unreleased immersive astronomy experience currently in development. The initial engagement is focused on creating a high-quality real-time visualization of a complex astronomical structure. The visual needs a convincing sense of depth, layered translucent…
http://simonschreibt.de/gat/renderhell/ This is really cool and very helpful to the less techie artists. animated visual examples of render calls, and how all this data moves through the game... click on the "open this book" links to see all the jucy goodness.
All of those are extremely low poly examples and I'm not really sure the lessons they teach translate to the games we make today (with the exception of AP's examples at the top). A lot more can be done with helper joints and more advanced weighting then just two bones and on or off weighting. I like Ancient Pigs joint…