Yeah, it's blunt but if you think about it on his end, he's probably going through a million applicants and portfolio sites, who's been through production where deadlines are tight. I'm sure if you push through, that kind of feedback will motivate you to make your pieces better. There's probably a few cases I can relate to…
****moose beat me, but here's my post.. I spent good time writing it! lol Well, I dont like that you keep referring yourself as a hobbyist and keep bringing up your age. It's like you're setting yourself up to justify any work that you know is not good. You're only hindering your progress with that attitude. Also, there…
Hi Polycount people! Just a quick update, So I added more props like paper lanterns and Aircons, made adjustments on some materials, made a quick glass material for the windows and played a little bit with the lighting and the mood: The scene is missing a lot of props, decals. so the next step is adding a lot of props,…
@Buchananball Thanks! I'm definitely planning to use the modular workflow for this project. I already created some of the modular props including the pipes(3 parts), floor and wall, panels, wires, and monitors( 3 parts ). That's pretty much what I can think of now for using modular workflow. Rest of the props are unique.…
Thank you! I think the specular map will probably be higher once the props are in UDK, but these props are supposed to be quite old, so there won't be that much specular. And there is specular on the wood, you can see it in UDK but it's just not very visible in marmoset for some reason. I've always worked in 2x resolution…
Hey everyone, thanks for the kind words! All of these props are final in-game meshes rendered in Marmo 2. Depending on the prominence of the prop, I was allowed 1024 or 2048 textures. Tri counts vary, but obviously had to meet budget limitations for the Xbox One. Multiple Lods were created for each prop, and quality was…
???? It is perfectly valid approach. 1. Go To cgtextures. 2. Find textures. 3. Make it tileable. 4. Slap it on prop with separate materials. I can agree, that those photos need some processing, but there is really nothing wrong with using photos. I'm now texturing all my props using photos, single tileable texture and…
I'm going to go against the grain and suggest that trying to punch up some of the props/texturing in this scene would be a better move than starting something else - there's nothing profoundly wrong with your modelling, it's just your textures don't go very far beyond a 'base layer'. Seeing as you already have a completed…
Comin' along, especially considering a lot of these materials are "placeholder". Just a minor crit regarding the center pillars, they don't really fit the aesthetics of the scene. On their own they're great, love the subtle reflection on them, but the rest of the scene has a rounded nature to it with lots of curves and…
Could be cool! Too busy myself to jump in with a side project i'm working on, but here's my suggestion for the competition: Best prop category! Not everyone has the time to finish a full environment or they realize half way it's just not going to work out and maybe they'd rather just polish up what they have, or maybe they…