It bothers me to think that they would have turned other people away and hired this guy instead. You would think the clever thing to do would be to remove all traces of your portfolio once you got a job through stolen artwork? As soon as someone is outed like this it's inevitable that their site will go offline although…
These music shows and such are to music what the wii is to video games. You may say they don't damage the medium, but they do, in imitation. They're like a sponge that soaks up talent advertising and all that. All the effort goes into the worthless poppy bullcrap, because that's where the profit is. Good music making it on…
Quick update, Didn't get nearly as much done this weekend that I wanted to. Firstly I added a slide onto the side of the ship, where you indicated. defiantly adds to the form. Second I worked a little on undercarriage bits. Lastly you might have noticed a loss of the top, just collateral damage as I reworked, the base…
I think the mesh and your normals look clean which I like. Good job on those bevels. It could really use some ambient occlusion and some more roughness variation though. Looks like you did indicate some wear on the barrel, but turning up the roughness, and generally concentrating damage more on the edges where it would…
Wow, how many polys does that scene actually contain? As other have said if the polygons don't contribute to the silhouette or improve the smoothing remove them. Also don't accentuate every edge all the way as that just looks absolutely horrible. At least try to break up that damage to make it less homogenous and try to…
Ahh. There we go. Trees are great, as is the air plane wing. Now, maybe take UDK's vertex paint tools and add some darkening around the middle building, where it appears there was some fire damage. A story you could tell is that maybe there are some survivors in the building? You could put smoke coming up from it, or maybe…
Superb work. I particularly like the first character. You really nailed the clothy parts. Also a very interesting approach in design overall. Usually futuristic armor tends towards being dominated by non-deform-able plating. Having this kevlar-like approach makes more sense in terms of articulation. Also it's layered so…
Worked into this a bit more :smile: Widened the van a little as well as changed the profile from the top which I think makes the 3/4 view a little smoother. Added bumpers, headlights, more windows, numberplate's and rounded the corners of the windows off. Gonna try tackling the ice-cream cone tomorrow with the damage…
Its too noisy, Add less random damage and more detail that would make sense Have sex with your reference. If you dont have any Look at Orb's work in Crasher to start. Grab Orbs Brushes if you dont have them Play with OrbFlattenProtect and the Mallet fast brush within the light box And my 2 favorite Matcaps for the job…
@Gibby1995 My feedback would be about how you interpreted the dirty leaks from the concept. The height/normal information make it seems rust damage, but the base floor pillar seems to me like it's concrete. Another evident point is the lack/inconsistency of bevels across the scene. @Ashervisalis Looking great. You could…