I take it she will be featured in Dead Space 3? In all seriousness, I think for proper critique one would have to know the intended purpose of the model. Is it meant to be silly/absurd for use in some sort of stylized humorous context? Scary/creepy for something like Carnivale?
I believe the screenshots doesn't do justice to your work! The bloom and the dept of field makes it look blurry and doesn't look controled/intended The lighting is also kind of strange... why that big shadow in the middle of the forehead? try a 3 point lighting, simple yet effective!
Did some work on the textures as well as started playing around with Sculptris for the fur stilll fairly loose as you can see. the fur is pretty blobby.. I also don't want the fur to be too strong as it would detract from the intended style. I will keep playing with it.
While I've never done this, I've had a friend that did. He went back and forth between two companies a couple times, both of which raised their offers twice. He went with the people he originally intended to work for which was actually the lower paying job.
Loving the game, as an long time Wolf:ET player. It's really growing on me as I get used to that style of gameplay again. Turrets though? Working as intended? If so they really aren't intuitive. Is there some magic trick to make them acquire targets and open fire in a predictable way?
If you intend to make it cross-platform and you have the means to learn C++, writing software with Qt and QtCreator (the IDE) is a breeze. http://doc.qt.io/qt-5/qsystemtrayicon.html#details It takes time, but I learned with these: http://www.polycount.com/forum/showpost.php?p=2318335&postcount=25
noritsume - the point is that the intended viewer (potential employers) aren't going to want to pause ANYTHING. The phrase "dissapointing showreel, but lets go back and try and make the most of it" doesn't ever come into it when you're looking at 20 of these a day. You just skip onto the next one.
I have a problem with doing realistic lighting in my scene. The scene is simple street in which I want to put night time lighting (something like 5 A.M. lighting with street lights still turned on). I have a street and 3 street lights with quite a distance between them (same as real life distance) with one point light for…
Your texturing is incredibly blurry. Is your texture resolution high enough? Maybe you can show what you had in Painter so we can see what the intended look was. There might be issues with how ur materials are set up in Unreal causing this noticeable dropoff in quality perhaps?
I've changed the sleeves, because I thought it would make her look more feminine, but I def want to do the theme from the middle one! Here is some sculpt progress (decimated and screenshot from Marmoset). I still intend to do a hat. Any feedback would be great!