I have a related question to the OP. When presenting a very VERY complex hardsurface prop, would it be considered fair to treat it like 3-5 normal props and have multiple images, or should there only be 1 or 2 shots at max? So when a studio asks for 3-5 images, can it be all from the same prop, or do they all have to be…
Hi all, I'm currently looking for some ways to use a tilling material on my (dummy) prop asset. The prop has multi_sub materials assigned for each part. On the Prop I would like to have AO on top set to multiply so it blends in with the other materials. Is this possible in Unity? I have done something similar in the past…
Howdy guys, bronco needs some help again,as normal. We are using a pipeline between Max 8 and Director MX 2004 to create a browser based 3d game. I have my 3d model set-up in max, its at about 10,000 polygons Because of the cartoony style alot of it is just diffuse colours but there are so far about 10 bitmap textures in…
One thing I would make sure (after you're set in the foundations/basics) is if you want to work in VFX or in videogames. (I realise that you've mentioned video games) That said could you post all your most recent work in this thread? I looked up your work in the other threads, they are all stylized models that seem to be…
I think its fine that you're doing this, I would count it as practice and not put it in your portfolio unless you do something very different with it. Just know that quite a few people will also have this exact same piece in their portfolio will be applying for the same jobs you are, about the same time, so do something…
I really enjoy the concepts you've picked out for this time around! The stylized prop doesn't seem quite as exciting as the others so I'd propose something with a slightly more interesting form, but I'll probably do the hard surface prop this go around so definitely disregard my suggest if anyone who plans to do the…
You're developing a kickass portfolio. It's inspiring. You've got levels and you have props from those levels shown in seperate screenshots. I guess you can work on select props on the level, giving them extra polish and show them in seperate screenshots like you're doing. Rather than developing props on their own. It's a…
Thanks Firith. I tought that if I model a character then having to do the clothes and objects is a great way to improve my prop modeling skills, also I think this could help me improving more organic shapes, but yeah maybe I should focus on props/environment. Also thanks for the references and tips, I'll give characters a…
1. I'm not sure I fully understand the question but I'll write some stuff anyway :) . Companies like Pixar and Dreamworks will paint textures to achieve a cartoony look. It used to be much more common to use procedural shaders that are evaluated at render time rather than textures. These saved on memory and disk storage,…
Alright! A few weeks ago I took a hard look at where I was at in therms of my skill set and well why I had not landed a job somewhere. I cam to the conclusion of a few things. * My environments were too empty * My material definition was off * My high poly modeling skills were not up to par All of these things directly…