For Ashervisalis: You need to be a lot more liberal with your poly count in a lot of your work My goal was to keep the polycount of my work as low as possible without being too blocky. It backfired I guess. I'll try to keep them up in my next work. Thanks for the advice. Your mobius suit is super cool, but the renders…
Project Critiques based on Showreel order: First Car - Lacks reflection, looks very matte and dull. Side on view to reveal your car is one of the most dullest ways to present it so make sure whenever you're revealing a vehicle with a single shot you show a cinematic shot for that... for example Robotic Hand/Mechanical…
This Virtual-Reality Headset Will Change Everything says Nicholas Carlson, Chief Correspondent at Business Insider. https://www.linkedin.com/pulse/facebooks-virtual-reality-going-nicholas?trk=prof-post He says starting with the obvious stuff, and moving more abstract, Oculus will change: "Gaming. Plenty of immersive video…
Well I would mirror everything that has the same shape. What that means is you unwrap the item once and all it's clones get the unwrap. How to learn where to put seams? I learned by breaking models up into pieces, of course when I started doing this it was 1999 and there was no flatten uvs in Maxs unwrap modifier. I think…
A simpler method might be to just "attatch" the fish together into a couple of single objects with a common center. It's not important for one fish tolook perfect, but to give the impression of many fish in the tank. So if you turned multiple fish into an "object" made it a mover with a 7 frame rotation around the tank,…
I'm having some issues getting unreal to compile my code when I use a struct as output type of a function. For example, I made this struct: struct SDFHitResult { float hit; float3 hitpos; float objectID; float t; }; This compiles fine, but if I use this like here: SDFHitResult SphereTrace(float3 ro, float3 rd, int…
Hi! Very cool project! Here are some points I you could consider (if you don't already): More subtle color variations and gradients so the surfaces look less flat. Think about color zones for skin and with cloth dirt/moisture will soak in from the edges. Maybe the clothes are made from slightly different colored fabrics.…
Hi. For my project, I'm trying to do a map editor with custom terrain. For that I intend to do a simple hydraulic erosion algorithm in the gpu to displace the water and generate some rivers. I'm using a blueprint that switches between two render targets and a material that does the calculations. The texture's red channel…
If you're looking for brutal honesty, no I don't think you're there, yet. What you have, is roughly in line with what the industry was doing 10-15 years ago. What I see is barely acceptable for mobile platforms today and not at all acceptable for current development for consoles or PC. BUT I think you have a good…
I'm with AtticusMars. If would help to know your end goal. Because in most places environment art and level design are two very different things. As for demo reels, if you can show the level well in stills that's always the way to go. A recruiter is much more likely to scroll through several images quickly at his own speed…